Computer Graphics Lighting Outline •Lighting •Lighting models •Ambient •Diffuse •Specular •Surface Rendering Methods What we know • We already know how to render the world from a viewpoint. “Lighting” • Two components: – Lighting Model or Shading Model - how we calculate the intensity at a point on the surface – Surface Rendering Method - How we calculate the intensity at each pixel Jargon • Illumination - the transport of light from a source to a point via direct and indirect paths • Lighting - computing the luminous intensity for a specified 3D point, given a viewpoint • Shading - assigning colors to pixels • Illumination Models: – Empirical - approximations to observed light properties – Physically based - applying physics properties of light and its interactions with matter The lighting problem… • What are we trying to solve? • Global illumination – the transport of light within a scene. • What factors play a part in how an object is “lit”? • Let’s examine different items here… Two components • Light Source Properties – Color (Wavelength(s) of light) – Shape – Direction • Object Properties – Material – Geometry – Absorption Global Effects shadow multiple reflection translucent surface 8 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Local vs Global Rendering • Correct shading requires a global calculation involving all objects and light sources – Incompatible with pipeline model which shades each polygon independently (local rendering) • However, in computer graphics, especially real time graphics, we are happy if things “look right” – Exist many techniques for approximating global effects Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 9 Light Source Properties • Color – We usually assume the light has one wavelength • Shape – point light source - approximate the light source as a 3D point in space. Light rays emanate in all directions. • good for small light sources (compared to the scene) • far away light sources? Distributed Lights • Light Source Shape continued – distributed light source (not supported natively in OpenGL) - approximating the light source as a 3D object. Light rays usually emanate in specific directions • good for larger light sources • area light sources Light Source Direction • In computer graphics, we usually treat lights as rays emanating from a source. The direction of these rays can either be: – Omni-directional (point light source) – Directional angle (spotlights) – Directional (parallel rays) Light Position • We can specify the position of a light with an x, y, and z coordinate. – What are some examples? – These lights are called positional lights • Q: Are there types of lights that we can simplify? A: Yep! Think about the sun. If a light is significantly far away, we can represent the light with only a direction vector. These are called directional lights. How does this help? Contributions from lights • We will breakdown what a light does to an object into three different components. This APPROXIMATES what a light does. To actually compute the rays is too expensive to do in real-time. – Light at a pixel from a light = Ambient + Diffuse + Specular contributions. – Ilight = Iambient + Idiffuse + Ispecular Ambient Term - Background Light • The ambient term is a HACK! • It represents the approximate contribution of the light to the general scene, regardless of location of light and object • Indirect reflections that are too complex to completely and accurately compute • Iambient = color Diffuse Term • Contribution that a light has on the surface, regardless of viewing direction. • Diffuse surfaces, on a microscopic level, are very rough. This means that a ray of light coming in has an equal chance of being reflected in any direction. • What are some ideal diffuse surfaces? Lambert’s Cosine Law • Diffuse surfaces follow Lambert’s Cosine Law • Lambert’s Cosine Law - reflected energy from a small surface area in a particular direction is proportional to the cosine of the angle between that direction and the surface normal. • Think about surface area and # of rays Diffuse Term • To determine how much of a diffuse contribution a light supplies to the surface, we need the surface normal and the direction on the incoming ray • What is the angle between these two vectors? • Idiffuse = kdIlightcos = kdIlight(N . L) • Ilight = diffuse (intensity) of light • kd [0..1] = surface diffuse reflectivity • What CS are L and N in? • How expensive is it? Example • What are the possible values for theta (and thus the dot product?) http://graphics.lcs.mit.edu/classes/6.837/F98/ Lecture18/Slide11.html Normal for Triangle n plane n ·(p - p0 ) = 0 p1 n = (p1 - p0 ) × (p2 - p0 ) normalize n n/ |n| p p0 p2 Note that right-hand rule determines outward face (programatically: ‘winding’ or order of vertices) 20 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 X Specular Reflection • Specular contribution can be thought of as the “shiny highlight” of a plastic object. • On a microscopic level, the surface is very smooth. Almost all light is reflected. • What is an ideal purely specular reflector? • What does this term depend on? Viewing Direction Normal of the Surface Snell’s Law • Specular reflection applies Snell’s Law. We assume l = r Snell’s Law is for IDEAL surfaces • Most surfaces are not ideal. • Think about the amount of light reflected at different angles. N R L V Different for shiny vs. dull objects Snell’s Law is for IDEAL surfaces • Think about the amount of light reflected at different angles. N R L V Phong Model Phong Reflection Model • An approximation: set the intensity of specular reflection proportional to (cos )shininess • What are the possible values of cos ? • What does the value of shininess mean? • How do we represent shinny or dull surfaces using the Phong model? • Ispecular = ksIlight (cos )shininess = ksIlight (V.R)shininess The Shininess Coefficient • Values of a between 100 and 200 correspond to metals • Values between 5 and 10 give surface that look like plastic cosa -90 27 90 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 How do we compute R? • N*(N.L) • R+L=2N(N.L) • R = 2N(N.L)-L L N R N(N.L) L V L V H L V I specular k s I light_ specularity N H shininess Simplify this • Instead of R, we compute halfway H between L and V. • We call this vector the halfway vector, H. N L R V Combining the terms • Ambient - the combination of light reflections from various surfaces to produce a uniform illumination. Background light. • Diffuse - uniform light scattering of light rays on a surface. Proportional to the “amount of light” that hits the surface. Depends on the surface normal and light vector. • Sepecular - light that gets reflected. Depends on the light ray, the viewing angle, and the surface normal. Ambient + Diffuse + Specular Lighting Equation I final I ambientkambient I diffusekdiffuseN L I speculark specularN H shininess I final lights1 l 0 I lambientkambient I ldiffusekdiffuseN L I lspeculark specularN H shininess Ilambient = light source l’s ambient component Ildiffuse = light source l’s diffuse component Ilspecular = light source l’s specular component kambient = surface material ambient reflectivity N R L kdiffuse = surface material diffuse reflectivity kspecular = surface material specular reflectivity shininess = specular reflection parameter (1 -> dull, 100+ -> very shiny) V Attenuation • One factor we have yet to take into account is that a light source contributes a higher incident intensity to closer surfaces. • What happens if we don’t do this? f d 1 a0 a1d a2 d 2 Subtleties • What’s wrong with: 1 f d a0 a1d a2 d 2 What’s a good fix? 1 f d min 1, 2 a0 a1d a2 d Full Illumination Model I final I lambientkambient lights1 l 0 f dl I ldiffusekdiffuseN L I lspeculark specular N H 1 f d min 1, 2 a0 a1d a2 d Run demo shininess Steps in OpenGL lighting 1. 2. 3. 4. Enable lighting and select model Specify normals Specify material properties Specify lights 36 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Normal for Triangle n plane n ·(p - p0 ) = 0 p1 n = (p1 - p0 ) × (p2 - p0 ) normalize n n/ |n| p p0 p2 Note that right-hand rule determines outward face (programatically: ‘winding’ or order of vertices) 37 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 X Normals • In OpenGL the normal vector is part of the state • Set by glNormal*() – glNormal3f(x, y, z); – glNormal3fv(p); • Usually we want to set the normal to have unit length so cosine calculations are correct – Length can be affected by transformations – Note that scaling does not preserved length – glEnable(GL_NORMALIZE) allows for autonormalization at a performance penalty 38 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Shading • Shading is how we “color” a triangle. • Constant Shading • Gouraud Shading Constant Shading • • • • • • Constant Intensity or Flat Shading One color for the entire triangle Fast Good for some objects What happens if triangles are small? Sudden intensity changes at borders Gouraud Shading • Intensity Interpolation Shading • Calculate lighting at the vertices. Then interpolate the colors Gouraud Shading • • • • • Relatively fast, only do three calculations No sudden intensity changes What can it not do? What are some approaches to fix this? Question, what is the normal at a vertex? Enabling Shading • Shading calculations are enabled by – glEnable(GL_LIGHTING) – Once lighting is enabled, glColor() ignored • Must enable each light source individually – glEnable(GL_LIGHTi) i=0,1….. • Can choose light model parameters – glLightModeli(parameter, GL_TRUE) 43 • GL_LIGHT_MODEL_LOCAL_VIEWER do not use simplifying distant viewer assumption in calculation • GL_LIGHT_MODEL_TWO_SIDED shades both sides of polygons independently Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Defining a Point Light Source • For each light source, we can set an RGBA for the diffuse, specular, and ambient components, and for the position GL float diffuse0[]={1.0, 0.0, 0.0, 1.0}; GL float ambient0[]={1.0, 0.0, 0.0, 1.0}; GL float specular0[]={1.0, 0.0, 0.0, 1.0}; Glfloat light0_pos[]={1.0, 2.0, 3,0, 1.0}; glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightv(GL_LIGHT0, GL_POSITION, light0_pos); glLightv(GL_LIGHT0, GL_AMBIENT, ambient0); glLightv(GL_LIGHT0, GL_DIFFUSE, diffuse0); glLightv(GL_LIGHT0, GL_SPECULAR, specular0); 44 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Distance and Direction • The source colors are specified in RGBA • The position is given in homogeneous coordinates – If w =1.0, we are specifying a finite location – If w =0.0, we are specifying a parallel source with the given direction vector • The coefficients in the distance terms are by default a=1.0 (constant terms), b=c=0.0 (linear and quadratic terms). Change by a= 0.80; glLightf(GL_LIGHT0, GLCONSTANT_ATTENUATION, a); 45 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Spotlights • Use glLightv to set – Direction GL_SPOT_DIRECTION – Cutoff GL_SPOT_CUTOFF – Attenuation GL_SPOT_EXPONENT • Proportional to cosa 46 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Global Ambient Light • Ambient light depends on color of light sources – A red light in a white room will cause a red ambient term that disappears when the light is turned off • OpenGL also allows a global ambient term that is often helpful for testing – glLightModelfv(GL_LIGHT_MODEL_AMBIENT, global_ambient) 47 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Moving Light Sources • Light sources are geometric objects whose positions or directions are affected by the modelview matrix • Depending on where we place the position (direction) setting function, we can – – – – Move the light source(s) with the object(s) Fix the object(s) and move the light source(s) Fix the light source(s) and move the object(s) Move the light source(s) and object(s) independently 48 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Material Properties • Material properties are also part of the OpenGL state and match the terms in the modified Phong model • Set by glMaterialv() GLfloat ambient[] = {0.2, 0.2, 0.2, 1.0}; GLfloat diffuse[] = {1.0, 0.8, 0.0, 1.0}; GLfloat specular[] = {1.0, 1.0, 1.0, 1.0}; GLfloat shine = 100.0 glMaterialf(GL_FRONT, GL_AMBIENT, ambient); glMaterialf(GL_FRONT, GL_DIFFUSE, diffuse); glMaterialf(GL_FRONT, GL_SPECULAR, specular); glMaterialf(GL_FRONT, GL_SHININESS, shine); 49 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Front and Back Faces • The default is shade only front faces which works correctly for convex objects • If we set two sided lighting, OpenGL will shade both sides of a surface • Each side can have its own properties which are set by using GL_FRONT, GL_BACK, or GL_FRONT_AND_BACK in glMaterialf back faces not visible back faces visible 50 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009 Emissive Term • We can simulate a light source in OpenGL by giving a material an emissive component • This component is unaffected by any sources or transformations GLfloat emission[] = 0.0, 0.3, 0.3, 1.0); glMaterialf(GL_FRONT, GL_EMISSION, emission); 51 Angel: Interactive Computer Graphics 5E © Addison-Wesley 2009