Illumination and Shading

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Illumination and Shading

Illumination (Lighting)
  Model the interaction of light with surface
points to determine their final color and
brightness
  OpenGL computes illumination at vertices

illumination
Shading
  Apply the lighting model at a set of points
across the entire surface

Shading
Illumination Model
  The governing principles for computing the
illumination
  A illumination model usually considers:
  Light attributes (light intensity, color, position,
direction, shape)
  Object surface attributes (color, reflectivity,
transparency, etc)
  Interaction among lights and objects (object
orientation)
  Interaction between objects and eye (viewing dir.)
Illumination Calculation

  Local illumination: only consider the light, the


observer position, and the object material properties

  Example: OpenGL
Illumination Models

  Global illumination: take into account the


interaction of light from all the surfaces in the scene

object 4

object 3 object 2

object 1

  Example: Ray Tracing (CIS681)


Basic Light Sources
sun

Light intensity can be


Point light Directional light
independent or
dependent of the
distance between object
and the light source

Spot light
Simple local illumination
  The model used by OpenGL – consider three
types of light contribution to compute the
final illumination of an object
  Ambient
  Diffuse
  Specular
  Final illumination of a point (vertex) =
ambient + diffuse + specular
Ambient light contribution
  Ambient light (background light): the light that is
scattered by the environment
  A very simple approximation of global illumination

object 4
object 3 object 2

object 1
  Independent of the light position,object orientation,
observer’s position or orientation – ambient light has
no direction
Ambient lighting example
Ambient light calculation
  Each light source has an ambient light contribution
(Ia)
  Different objects can reflect different amounts of
ambient (different ambient reflection coefficient Ka,
0 <= Ka <= 1)
  So the amount of ambient light that can be seen
from an object is:

Ambient = Ia x Ka
Diffuse light contribution
  Diffuse light: The illumination that a surface receives
from a light source and reflects equally in all direction

It does not matter where


the eye is
Diffuse lighting example
Diffuse light calculation
  Need to decide how much light the object point
receive from the light source – based on Lambert’s
Law

Receive more light Receive less light


Diffuse light calculation (2)
  Lambert’s law: the radiant energy D that a small
surface patch receives from a light source is:
D = I x cos (θ)
I: light intensity
θ: angle between the light vector and the surface normal

light vector (vector from object to light)


θ

N : surface normal
Diffuse light calculation (3)
  Like the ambient light case, different objects can
reflect different amount of diffuse light (different
diffuse reflection coefficient Kd, 0 <= Kd <= 1))

  So, the amount of diffuse light that can be seen is:

Diffuse = Kd x I x cos (θ)


N
L
θ
θ
cos(θ) = N.L
Specular light contribution
  The bright spot on the object
  The result of total reflection of
the incident light in a concentrate
region

See nothing!
Specular light example
Specular light calculation
  How much reflection you can see depends on
where you are
The only position the eye can see specular from P
if the object has an ideal reflection surface

But for a non-perfect surface you will


still see specular highlight when you move
a little bit away from the idea reflection
? φ

θ direction

p When φ is small, you see more specular


highlight
Specular light calculation (2)
  Phong lighting model
n
specular = Ks x I x cos(φ)

Ka: specular reflection coefficient


N: surface normal at P
I: light intensity L N
R
φ: angle between V and R
φ

n θ θ
V
cos(φ): the larger is n, the smaller
is the cos value p
cos(θ) = R.V
Specular light calculation (3)
  The effect of ‘n’ in the phong model

n = 10 n = 90

n = 30 n = 270
Put it all together
  Illumination from a light:
Illum = ambient + diffuse + specular n
= Ka x I + Kd x I x (N.L) + Ks x I x (R.V)
  If there are N lights or

Total illumination for a point P = Σ (Illum) (N.H)


  Some more terms to be added (in OpenGL):
  Self emission
  Global ambient
  Light distance attenuation and spot light effect
Lighting in OpenGL
  Adopt Phong lighting model (specular) plus diffuse
and ambient lights
  Lighting is computed at vertices
  Interpolate across surface (Gouraud/smooth shading) OR
  Use a constant illumination (get it from one of the vertices)

  Setting up OpenGL Lighting:


  Light Properties
  Enable/Disable lighting
  Surface material properties
  Provide correct surface normals
  Light model properties
Light Properties
  Properties:
  Colors / Position and type / attenuation

glLightfv(light, property, value)

1 2 3

(1)  constant: specify which light you want to set the property
example: GL_LIGHT0, GL_LIGHT1, GL_LIGHT2 … you can
create multiple lights (OpenGL allows at least 8 lights)
(2) constant: specify which light property you want to set the value
example: GL_AMBIENT, GL_DIFFUSE, GL_SPECULAR, GL_POSITION
(check the red book for more)
(3) The value you want to set to the property
Property Example
  Define colors and position a light

GLfloat light_ambient[] = {0.0, 0.0, 0.0, 1.0};


GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0}; colors
GLfloat light_specular[] = {1.0, 1.0, 1.0, 1.0};
GLfloat light_position[] = {0.0, 0.0, 1.0, 1.0}; Position

glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient); What if I set the


glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); Position to
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular); (0,0,1,0)?
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
Types of lights
  OpenGL supports two types of lights
  Local light (point light)
  Infinite light (directional light)
  Determined by the light positions you provide
  w = 0: infinite light source (faster)
  w != 0: point light – position = (x/w, y/w, z/w)

GLfloat light_position[] = {x,y,z,w};


glLightfv(GL_LIGHT0, GL_POSITION, light_position);
Turning on the lights

  Turn on the power (for all the lights)


  glEnable(GL_LIGHTING);

  glDisable(GL_LIGHTING);

  Flip each light’s switch


  glEnable(GL_LIGHTn) (n = 0,1,2,…)
Controlling light position
  Modelview matrix affects a light’s position
  You can specify the position relative to:
  Eye space: the highlight remains in the same
position relative to the eye
  call glLightfv() before gluLookAt()
  World space: a light’s position/direction appears
fixed in the scene
  Call glLightfv() after gluLookAt()
  See Nat Robin’s Demo
Material Properties
  The color and surface properties of a material (dull,
shiny, etc)
  How much the surface reflects the incident lights
(ambient/diffuse/specular reflecetion coefficients)
glMaterialfv(face, property, value)

Face: material property for which face (e.g. GL_FRONT, GL_BACK,


GL_FRONT_AND_BACK)
Property: what material property you want to set (e.g. GL_AMBIENT, GL_DIFFUSE,
GL_SPECULAR, GL_SHININESS, GL_EMISSION, etc)
Value: the value you can to assign to the property
Material Example
  Define ambient/diffuse/specular reflection
and shininess

GLfloat mat_amb_diff[] = {1.0, 0.5, 0.8, 1.0};


refl. coefficient
GLfloat mat_specular[] = {1.0, 1.0, 1.0, 1.0};
GLfloat shininess[] = {5.0}; (range: dull 0 – very shiny128)

glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
mat_amb_diff);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_speacular);
glMaterialfv(GL_FRONT, GL_SHININESS, shininess);
Global light properties
glLightModelfv(property, value)
  Enable two sided lighting
  property = GL_LIGHT_MODEL_TWO_SIDE
  value = GL_TRUE (GL_FALSE if you don’t want two sided
lighting)
  Global ambient color
  Property = GL_LIGHT_MODEL_AMBIENT
  Value = (red, green, blue, 1.0);
  Check the red book for others
Surface Normals
  Correct normals are essential for correct lighting
  Associate a normal to each vertex
glBegin(…)
glNormal3f(x,y,z)
glVertex3f(x,y,z)

glEnd()
  The normals you provide need to have a unit length
  You can use glEnable(GL_NORMALIZE) to have OpenGL
normalize all the normals
Lighting revisit
  Where is lighting performed in the
graphics pipeline?
v1, m1

modeling and per vertex


projection
viewing lighting
v2, m2 v3, m3

Rasterization viewport interpolate clipping


texturing mapping vertex colors
shading

Display
Polygon shading model
  Flat shading – compute lighting once and
assign the color to the whole polygon
Flat shading
  Only use one vertex (usually the first one)
normal and material property to compute the
color for the polygon
  Benefit: fast to compute
  It is used when:
  The polygon is small enough
  The light source is far away (why?)
  The eye is very far away (why?)
  OpenGL command: glShadeModel(GL_FLAT)
Mach Band Effect

  Flat shading suffers from “mach band effect”


  Mach band effect – human eyes accentuate
the discontinuity at the boundary
perceived intensity

Side view of a polygonal surface


Smooth shading

  Fix the mach band effect – remove


edge discontinuity
  Compute lighting for more points on
each face

Flat shading smooth shading


Smooth shading
  Two popular methods:
  Gouraud shading (used by OpenGL)
  Phong shading (better specular highlight,
not supported by OpenGL)
Gouraud Shading (1)
  The smooth shading algorithm used in OpenGL
glShadeModel(GL_SMOOTH)
  Lighting is calculated for each of the polygon vertices
  Colors are interpolated for interior pixels
Gouraud Shading (2)
  Per-vertex lighting calculation
  Normal is needed for each vertex
  Per-vertex normal can be computed by
averaging the adjust face normals
n n2
n1

n3 n4
n = (n1 + n2 + n3 + n4) / 4.0
Gouraud Shading (3)
  Compute vertex illumination (color) before the
projection transformation
  Shade interior pixels: color interpolation (normals
are not needed)

C1
for all scanlines
Ca = lerp(C1, C2) Cb = lerp(C1, C3)

C2 C3
* lerp: linear interpolation
Lerp(Ca, Cb)
Gouraud Shading (4)

  Linear interpolation

x = a / (a+b) * v2 + b/(a+b) * v1
a b
v1 x v2
  Interpolate triangle color: use y distance to
interpolate the two end points in the scanline, and
use x distance to interpolate interior
pixel colors
Gouraud Shading Problem
  Lighting in the polygon interior can be
inaccurate
Gouraud Shading Problem
  Lighting in the polygon interior can be
inaccurate
Phong Shading
  Instead of interpolation, we calculate lighting
for each pixel inside the polygon (per pixel
lighting)
  We need to have normals for all the pixels –
not provided by the user
  Phong shading algorithm interpolates the
normals and compute lighting during
rasterization (need to map the normal back to
world or eye space though)
Phong Shading (2)
  Normal interpolation
n1

na = lerp(n1, n2) nb = lerp(n1, n3)

lerp(na, nb)
n2
n3

  Slow – not supported by OpenGL and most of


the graphics hardware

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