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Shading

Shading. Adding Color. Lambert’s law. Light a point in any direction varies as the cosine of the angle between a vector from the point to the light source and the normal vector of the surface at the point. n. L. q. Warnock (Flat) Shading. Flat shading

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Shading

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  1. Shading

  2. Adding Color

  3. Lambert’s law Light a point in any direction varies as the cosine of the angle between a vector from the point to the light source and the normal vector of the surface at the point n L q

  4. Warnock (Flat) Shading • Flat shading • Decrease intensity with distance from light and object • Highlights

  5. Gouraud Shading • Compute shading at each vertex • Interpolate shading

  6. Problem with Gouraud Shading • Highlights across polygons

  7. Phong Shading

  8. Phong Shading

  9. Diffuse Shading Idiffuse = kd Ilight cos q n L eye q

  10. Specular Shading Add specular by looking at reflection, r Shiny surfaces, such as a mirror n L r e q q s

  11. Phong Shading lights Itotal = ka Iambient + S Ii (kd(N . L) + ks(V . R)nshiney) i = 1 n L r e q q s

  12. Phong Shading n L r e q q s

  13. Review: Surface Properties Perfectly Specular: “Mirror” “infinite gloss” Phong Specular Model: L R cos() Incident LightRay SurfaceNormal ReflectedLight  Andrew Glassner et al.. SIGGRAPH`94 Course 18: “Fundamentals and Overview of Computer Graphics”

  14. Review: Surface Properties Slightly scattered Specular: “high gloss” Phong Specular Model: L R cos15() Incident LightRay SurfaceNormal ReflectedLight Andrew Glassner et al.. SIGGRAPH`94 Course 18: “Fundamentals and Overview of Computer Graphics”

  15. Review: Surface Properties More Scattered Specular: “medium gloss” Phong Specular Model: L R cos5() Incident LightRay SurfaceNormal Andrew Glassner et al.. SIGGRAPH`94 Course 18: “Fundamentals and Overview of Computer Graphics”

  16. Review: Surface Properties Perfectly Diffuse “flat”, “chalky”,… Incident LightRay SurfaceNormal Andrew Glassner et al.. SIGGRAPH`94 Course 18: “Fundamentals and Overview of Computer Graphics”

  17. Review: Surface Properties Most Materials: Combination of Diffuse and Specular Incident LightRay SurfaceNormal Andrew Glassner et al.. SIGGRAPH`94 Course 18: “Fundamentals and Overview of Computer Graphics”

  18. Rendering Realism Cornel Measurement Lab

  19. Rendering Realism Synthetic Real Shirley, et. al., cornell

  20. Is this real? m fajaro, usc

  21. Terrain Modeling: Snow and Trees Added s premoze, et.al., utah

  22. Rendering Realism Evening Morning a preetham, et. al., utah

  23. Humans Final Fantasy (Sony) Jensen et al.

  24. Artistic Shading

  25. Is Photorealism Everything?

  26. Is Photorealism Everything?

  27. Enough Information…?

  28. Just a bit more…

  29. Or did we mean this…?

  30. Diffuse shaded model I = cr(ca + cl max(0, L.n)) with cr=cl=1 and ca = 0.

  31. Just Highlights and Edge Lines

  32. Hand-tuned Phong shading

  33. From Jose Parramon, 1993

  34. Shading used by Artists Complementary Shading Final Image From “The Book of Color” by Jose Parramon, 1993

  35. Tints, Tones, and Shades White tint Hue tone Gray shade Black From Birren (1976)

  36. Creating Tones Green to Gray (tone)

  37. Model Shaded using Tones

  38. Using Color Temperature Warm to Cool Hue Shift

  39. Constant Luminance Tone Rendering

  40. Creating Undertones Warm to Cool Hue Shift Green with Warm to Cool Hue Shift

  41. Model tone shaded with cool to warm undertones

  42. Combining Tones with Undertones Green with Tone and Undertone

  43. Model shaded with tones and undertones

  44. Phong Shaded Spheres

  45. Spheres with New Shading

  46. New Shading

  47. Warm to Cool Shading New Shading Without Edge Lines New Shading With Edge Lines Phong Shaded

  48. Toon Shading Intel: http://www.intel.com/labs/media/3dsoftware/nonphoto.htm

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