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Ch 1

The document discusses various illumination models used in computer graphics, highlighting the complexity of light interactions and the different components of light such as ambient, diffuse, and specular. It explains shading techniques like flat, Gouraud, and Phong shading, detailing how each method interpolates illumination and their respective advantages and disadvantages. Additionally, it addresses artifacts that can occur during shading, such as Mach bands and T-junctions, and the impact of vertex normals on perceived surface curvature.

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ANIK CHAKRABORTY
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© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
3 views

Ch 1

The document discusses various illumination models used in computer graphics, highlighting the complexity of light interactions and the different components of light such as ambient, diffuse, and specular. It explains shading techniques like flat, Gouraud, and Phong shading, detailing how each method interpolates illumination and their respective advantages and disadvantages. Additionally, it addresses artifacts that can occur during shading, such as Mach bands and T-junctions, and the impact of vertex normals on perceived surface curvature.

Uploaded by

ANIK CHAKRABORTY
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Illumination

Models for
Graphics
CS 211A
Can be very complex
• The incoming light can come from a
source, or bouncing off another
object, or after multiple bounces
• Sources can be extended
• Multiple interactions between light
and surface
Very simple models
• Assumes point light source
• Models only the direct illumination
from the source
– Does not consider light reaching after
bouncing off other objects
• Illumination models evaluated at
different levels
For every vertex
• Ambient component
• Diffused component
• Specular component
Ambient Component
• Equal amount of light from all
directions
• Approximates the indirect
illumination
• Iaka
– Ia = intensity of ambient light
– ka= percentage of the light reflected by
the object
Lighting at a point on
surface
• I = Idkdcosθ
– Id = intensity of light
– kd = coefficient of
diffuse reflection
• I = Idkd(N.L)
N R
L

θ θ

P
Surface
Diffused Component
• I = Idkd(N.L)
• kd is reflectivity
• No dependency on viewer
– View independent
N R
L

θ θ

P
Surface
Ambient and Diffused
Lighting

I = Ipkd(N.L)

I = (Iaka +Ipkd(N.L))
Specular Component
• IsksCosn(α) L R
V
• Cos(α): fall off as V θ θ
α

moves away from


R P

• n gives the
sharpness
Specular Component
• R depends on L L R
V
• Depends on both V θ θ
α

and L
• n controls the P

view-dependency
also
Providing Control
• Providing enough control so that one
can simulate effect via trial and error
of many different parameters
• May be not be close to the physical
phenomenon
• For e.g. Different brightness of the
same light can be used for different
component computation
Attenuation Control
• Diffused component
• I = Idfattkd(N.L)
– fatt = 1/(a+bd+cd2)
• d = distance of light from the surface
• a, b and c are user defined constants
Attenuation of Light
a=0, b=0, c=1

a=0.25, b=0.25, c=0.5

a=0, b=1, c=0

Increasing distance from the light source


Other issues
• Object color
– (Iaka + Idkd(N.L) + IsksCosn(α))O
• For different channels
– Do the same operation for all channels
• Multiple lights
– Only one ambient light source
– Multiple point light sources
• Addition of light from different light
sources
Ambient
Ambient + Diffuse
Ambient + Diffuse +
Specular
What is Shading?
• Illumination model
• How do we use
these models to
shade the
triangles in the
graphics pipeline?
• How did we
generate the
picture on the
right?
Method
• Evaluate illumination model at the
vertices of the triangles
– After model-view transformation
• Use interpolation to color the interior
of the triangles during rasterization
– Different shading methods use different
interpolation
• Assume that the polygonal models
approximate smooth surfaces
Constant/Flat/Faceted Shading
• Illumination model applied once per
triangle
• Using normal of the triangle
• Shade the whole triangle uniformly
– Color associated with triangles and not
vertices
Gouraud Shading
• Interpolating illumination between
vertices
– Calculate the illumination using vertex
normals at vertices
– Bilinear interpolation across the triangle
Gouraud Shading
• Edges get same color, irrespective of
which triangle they are rendered from
– Shading is continuous at edges
• Tends to spread sharp illumination spots
over the triangle
Phong Shading
• Interpolate the normal across the
triangle
• Calculate the illumination at every
pixel during rasterization
– Using the interpolated normal
• Slower than Gouraud
• Does not miss specular highlights
– Good for shiny specular objects
Gouraud vs. Phong Shading
Gouraud Phong

Gouraud Phong

Spreads highlights across the triangle

Misses a highlight completely


Normal Computation
A
N

• Normal of a triangle
– N = (B-A) x (C-A)
C
• Vertices are in
anticlockwise direction
with respect to normal
B
• Normal of a vertex
– Average of all the
triangle incident on the
vertex
– Nv = (N1+N2+N3+N4)/4
Flat Shading
Gouraud Shading
Phong Shading
Shading
• Independent of the Illumination
model used
• Phong Shading and Phong
Illumination
• Artifacts
– Piecewise planar approximation
– Screen Space Interpolation
• Simple and hence widely used
Artifacts: Mach Bands
At discontinuities

Actual Intensity

Percieved Intensity
Artifacts: Mach Bands
• Common in flat shading since
shading is discontinuous at edges
• Also present in Gouraud shading
– Gradient of the shading may change
suddenly
• Phong shading reduces it
significantly
– But cannot be eliminated
– At sharp changes in surface gradient
Artifacts: Screen Space
Interpolation
S1

• Shading is interpolated Sp

while rasterization
S2
• Sp = (S1+S2)/2
– zs = (z1+z2)/2
Artifacts: T-junctions
• The shading at the T-junction are
different when calculated from
different triangles
• Shading discontinuity
B

A D

C
Artifacts:Vertex Normals
• Vertex normal does not reflect the
curvature of the surface adequately
–Appear more flat than it actually
is

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