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Lecture computer graphics and virtual reality slides lesson 10 illuminiation and shading

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Lesson 10

Illuminiation and
shading

Content

1. Overview
2. Illumination
3. Shading

1.
Overview

How lights can be seen?

■ The eye works like a camera
■ Lots of photo sensors at the back of the eye
■ Sensing the amount of light coming from
different directions
■ Similar to CMOS and CCDs

Information will be sent
to brain for processing

What colour is this
dress?

Object’s colour

■ What Affects the Color of a Point on the


Object?

□ position of the sample point
□ position of the light
□ color and intensity of the light
□ camera vector
□ normal vector of the surface at the vertex
□ physical characteristics of the object

(reflectance model, color)

Colour’s illusion

Lighting and shading

■ Lighting

□ How to compute the color of objects according to
the position of the light, normal vector and camera
position

■ Shading

□ Different methods to compute the color of the
entire surface

2.
Lighting

Factors affecting lighting


Light source
Surface properties

Light source

■ Light’s properties

□ Spectrum of light source (i.e. light colour)
□ Geometry properties

▫ Position
▫ Direction
▫ Shape
□ Decline in intensity

Surface properties

■ Surface properties

□ Spectrum (i.e. surface’s colour)
□ Geometry properties

▫ Position
▫ Direction
▫ Microscope structure

Lighting

■ Assuming we have a polygon and a point of view

in 3D space, we can specify a pixel correspondingly.
■ The task in lighting is that we have to specify the
colour of that pixel

■ If we want to make the scene look *right*, we
have to simulate the lighting process on the surfaces
inside the scene

Lighting models

■ Two types of lighting models

□ Empirical: Use simple formulas to create similar
observable result

□ Physics simulation: The lighting formulas will be
based on physics formulas in lighting

■ In most cases, experimental models will be used
in interactive computer graphics applications.
■ In modern computer graphics applications,
some physic simulation models have been more
frequently used.

Phong lighting model

■ By Bui Tuong Phong (Utah University) is a
lighting model which is a combination of both
experimental and physics simulation
■ Is the sum of 3 illumination terms


□ Ambient : 'background' illumination
□ Diffuse : non-shiny illumination and shadows
□ Specular : bright, shiny reflections

Ambient light

Ambient light

■ Light from the environment
■ Light reflected or scattered from other objects
■ Coming uniformly from all directions and then
reflected equally to all directions
■ A precise simulation of such effects requires a
lot of computation

➢Use a simple “trick” called ambient light

Ambient light

■ Simple approximation to complex 'real-world‘
process

➢Result: globally uniform color for object

Ambient light

■ For each lighting process, the ambient light
reflected from object surface only depends on


□ Surface’s properties
□ Intensity of the ambient light source (is a constant

with every point on object surface)

E.g. a sphere

Ambient light

I = ka Ia

□ I = resulting intensity
□ Ia = light intensity
□ ka = reflectance

E.g. a sphere


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