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Rendering ( 彩現 渲染 )

Rendering ( 彩現 渲染 ). Content. Light-Material Interaction Phong Reflection model Gouraud vs. Phone Shading. The computation required to convert 3D scene to 2D display photo-realistically. Rendering. the gradation (of color) that give the 2D images the appearance of being 3D. Shading.

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Rendering ( 彩現 渲染 )

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  1. Rendering (彩現 渲染)

  2. Content • Light-Material Interaction • Phong Reflection model • Gouraud vs. Phone Shading Fall 2013

  3. The computation required to convert 3D scene to 2D display photo-realistically Rendering Fall 2013

  4. the gradation (of color) that give the 2D images the appearance of being 3D Shading Fall 2013

  5. Light-Material Interaction specular diffuse translucent Fall 2013

  6. point, spot, directional lights ambient light: to account for uniform level room lighting describe a light source through a three-component (RGB) intensity Light Fall 2013

  7. Phong Reflection Model • Specular • Diffuse (漫射) • Ambient Fall 2013

  8. Those Were the Days… “In trying to improve the quality of the synthetic images, we do not expect to be able to display the object exactly as it would appear in reality, with texture, overcast shadows, etc. We hope only to display an image that approximates the real object closely enough to provide a certain degree of realism.”– Bui Tuong Phong, 1975 Fall 2013

  9. Lambert’s Cosine Law • The reflected luminous intensity in any direction from a perfectly diffusing surface varies as the cosine of the angle between the direction of incident light and the normal vector of the surface. • Intuitively: cross-sectional area of the “beam” intersecting an elementof surface area is smaller for greater angles with the normal. Fall 2013

  10. N L  Lambert’s Cosine Law • Ideally diffuse surfaces obey cosine law. • Often called Lambertian surfaces. • Id = kd Iincidentcos  = kd Iincident (N·L). • kd is the diffuse reflectanceof the material. Fall 2013

  11. Phong Lighting Model • Phong adds specular highlights. • His original formula for the specular term: • W(i)[cos s]n • s is the angle between the view and specular reflection directions. • “W(i) is a function which gives the ratio of the specular reflected light and the incident light as a function of the the incident angle i.” • Ranges from 10 to 80 percent. • “n is a power which models the specular reflected light for each material.” • Ranges from 1 to 10. Fall 2013

  12. Phong Lighting Model • More recent formulations are slightly different. • Replace W(i) with a constant ks independent of the incident direction. • What do we lose when we do this? • Is= ks Iincidentcosn = ks Iincident (V·R)n R = 2(N·L)N –L Fall 2013

  13. Ambient Reflection • Local illumination models account for light scattered from the light source only • Light may be scattered from all surfaces in the scene. We are missing a lot of light, typically over 50% • Ambient term = a coarse approximation to this missing flux • This is a constant everywhere in the scene Fall 2013

  14. Johann Heinrich Lambert (1728 – 1777) was a Swiss mathematician, physicist and astronomer. Diffuse Reflection • Lambertian scatters (wikipedia): the irradiance landing on the area element is proportional to the cosine of the angle between the illuminating surface and the normal. • When a Lambertian surface is viewed from any angle, it has the same radiance. Fall 2013

  15. Specular Reflection a Effect of Shininess Coefficient a. v Fall 2013

  16. L: light source property (RGB) R: material property (RGB) ambient reflection diffuse reflection specular reflection final result Phong Reflection Model To consider distance attenuation a: shininess coefficient Fall 2013

  17. Phong Model (cont) • For multiple light sources: Fall 2013

  18. N H L   V Blinn-Phong Model • Popular variation of Phong model. • Uses the halfway vector, H. • Is = ks Iincident (N·H)n. • H = (L+V) / | L+V | • What are the advantages? Fall 2013

  19. N H L   V Blinn-Phong Model • Popular variation of Phong model. • Uses the half vector, H. • Is = ks Iincident (N·H)n. • H = (L+V) / | L+V | • Faster to compute than reflection vector. • Still view-dependent since H depends on V. Jim Blinn (1949 - now) Fall 2013

  20. n r An alternate formulation employs the half vector H l Blinn-Phong Model Time-Consuming! 20 Fall 2013

  21. Blinn-Phong Highlights • Does using N.H vs. R.V affect highlights? • Yes, the highlights “spread” (Wikipedia) • Why? • Is this bad? Fall 2013

  22. Blinn-Phong Highlights • Does using N.H vs. R.V affect highlights? • Yes, the highlights “spread”. • Why? • Is this bad? • Not really, for two reasons. • Can always adjust the exponent. • Phong and Blinn-Phong are not physically based, so it doesn’t really matter! Fall 2013

  23. Target of Shading:Polygon, Vertex or Fragments Recall the rendering (OpenGL) pipeline Fall 2013

  24. Flat vs. Smooth Flat: single color per face Gouraud (intensity interpolation) Phong (normal interpolation) Local vs. Global Shading Modes Fall 2013

  25. Gouraud vs. Phong • Most h/w implement Gouraud shading • Phong shading can better imitate specular effects (∵normals are interpolated) Fall 2013

  26. Fall 2013

  27. Compare: Flat, Gouraud, Phong Fall 2013

  28. Rendering Pipeline Tutorial No longer on line [local copy]

  29. Rendering Pipeline (Foley and van Dam) Fall 2013

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