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February 5, 2015 1 [email protected]
February 5, 2015 [email protected] 2
Illumination models are used to generate the color of an object’s surface at a
given point on that surface.
Due to the relationship defined in the model between the surface of the objects
and the lights affecting it, illumination models are also called shading models
or lighting models
February 5, 2015 3 [email protected]
Most of the lighting effects result from reflection.
Ambient illumination is light that has been scattered to such a degree
that it is no longer possible to determine its direction. the case in the
right-hand sphere in Figure.
Ambient light and matte surfaces produce diffuse reflection.
Point sources and polished surfaces produce specular reflection.
Reflection Model
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We can now introduce the illumination equation, using the notion that
I = value
Where I represents the illumination color intensity
and
value represents the expression resulting in that color value.
Constant shading illumination equation can be defined as:
I = ki
…where k represents the basic object intensity.
This simple equation has no reference to light sources, and as such every point
on the object has the same intensity.
This equation need only be calculated once per object.
The process of evaluating the illumination equation at one or more points on an
object’s surface is referred to as lighting the object.
Illumination Equation
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Non-directional light source
Simulates light that has been reflected so many times from so many surfaces it
appears to come equally from all directions
intensity is constant over polygon's surface
intensity is not affected by anything else in the world
intensity is not affected by the position or orientation of the polygon in the world
position of viewer is not important
No 3-D information provided.
Generally used as a base lighting in combination with other lights.
I = IaKa
I: intensity
Ia: intensity of Ambient light
Ka: object's ambient reflection coefficient, 0.0 - 1.0, Ka is the ambient reflection
coefficient a material based property that determines how much ambient light is
actually reflected.
Ambient
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Ambient Light
Walk around the back of box. No light beams hit it directly. Can you see the back
face? ‰ This type of indirect light is called ambient light.
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Like sunlight on a totally clouded day!
Uniform level of light, position‐independent ‰
Tells us how bright an object looks when no light source can directly reach it
Ambient Light
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Also called background light, not created by any light source
A constant lighting from all directions
contributed by scattered light in a surrounding
‰When used alone, does not produce very interesting pictures.
Ambient Light
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To incorporate background light we simply set a general brightness level Ia
for a scene
‰
Different surfaces may reflect different amount of ambient light, based on their
reflectance properties. We model this by a constant factor for each surface:
Ambient Light
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For an RGB color description each intensity specification is a three element vector
‰ Similarly, the reflectance is given as a vector:
‰ Red, green and blue ambient light intensities are
RGB Color Considerations ‰
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RGB Color Considerations ‰
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A diffuse surface is one that appears similarly bright from all viewing directions.
That is, the emitted light appears independent of the viewing location.
Diffuse Reflection
The intensity of reflection at any point on the surface is expressed by the formula
where I is the intensity of illumination and k is the ambient reflection coefficient,
or reflectivity, of the surface. Notice that this coefficient is a property of the
surface material.
In calculations, k is assigned a constant value in the range 0 to 1. Highly
reflective surfaces have values near 1. With high reflectivity's light has nearly the
same effects as incident light. Surfaces that absorb most of the light have a
reflectivity near 0.
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Diffuse reflections consider point lights to generate shading properties, a
change in color intensity across the surface of an object in relation to light
sources.
Lambertian Reflection – light is reflected with equal intensity in all directions
(isotropic).
The distribution is a basic consideration towards surface detail:
Light scattering on the surface and in the medium.
Lambert’s law states that the intensity of illumination on a diffuse surface is
proportional to the cosine of the angle generated between the surface normal
vector and the surface to the light source vector.
Diffuse Reflection
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Using a point light:
comes from a specific direction
reflects off of dull surfaces
light reflected with equal intensity in all directions
brightness depends on theta - angle between surface normal (N) and the direction to the
light source (L)
position of viewer is not important I = Ip Kd cos(Ɵ) or I = Ip Kd (N' * L')
I: intensity
Ip: intensity of point light
Kd: object's diffuse reflection coefficient, 0.0 - 1.0 for each of R, G, and B
N': normalized surface normal
L': normalized direction to light source
*: represents the dot product of the two vectors
Using a directional light:
theta is constant , L' is constant
Diffuse Reflection (Lambertian Reflection)
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The second element in determining diffuse reflection is the angle of illumination, or angle of
incidence. A surface perpendicular to the direction of incident light reflects more light than a
surface at an angle to the incident light. The calculation of diffuse reflection can be made
according to Lambert's cosine law, which states that, for a point source, the intensity of
reflected light is proportional to the cosine of the angle of incidence. Figure shows this effect.
Diffuse Reflection (Lambertian Reflection)
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Diffuse Reflection (Lambertian Reflection)
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Diffuse Reflection (Lambertian Reflection)
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Diffuse Reflection (Lambertian Reflection)
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paper and marble have diffuse
reflecting surfaces
• in general, materials are
characterized by a combination
of diffuse and specular reflection
Diffuse Reflection
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Lambert's Cosine Law
computation of diffuse reflection
is governed by Lambert's
cosine law
• radiant intensity reflected from
a "Lambertian" (matte, diffuse)
surface is proportional to the
cosine of the angle between
view direction and surface
normal n
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The degree of diffusion depends on the material and the illumination.
In addition, the type of the light source and atmospheric attenuation can influence the degree of
diffusion. The spheres in Figure show various degrees of diffuse illumination.
Diffuse Reflection
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The only data used in this equation is the surface normal and a light vector
that uses the light source position(taken as a point light for simplicity).
The intensity is irrespective of the actual viewpoint, hence the illumination is
the same when viewed from any direction.
Diffuse Reflection
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‰ The angle between the incoming light direction and a surface normal is
referred to as the angle of incidence, denoted θ. ‰
Diffuse Reflection
L = unit vector to light source
N = unit vector normal to surface
Law of reflection: the angle of incidence equals the angle of reflection, and
L, N and reflection directions are coplanar.
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The equation for Lambert’s illumination model is:
I = Ipkd cos( Ɵ )
Where:
Ip is the intensity of the point light source
kd is the material diffuse reflection coefficient the amount of diffuse light
reflected.
By using the dot product between 2 vectors v1 and v2
v1 •v2 = |v1|| v2| cos(Ɵ )
…and if N and L are normalized, we can rewrite the illumination equation:
I = Ipkd (N •L)
Lambert’s Model
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Dot product
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If surface has brightness Ι
when facing light, it has brightness Ι*cos(θ) when tilted at angle θ.
You will see the brightness written as I(N∙L)
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‰ Spheres lit by diffuse (kd) values of 0.0, 0.25, 0.5, 0.75, 1 respectively
Diffuse Reflection
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‰ The amount of incident light depends on the orientation of the
surface relative to the light source direction.
Modeling Diffuse Reflection
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The amount of incident light on a surface depends on the angle of incidence:
As θ
increases, the brightness of
the surface decreases by
Diffuse Reflection
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Ambient Light vs. Diffuse Reflection
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Ambient + diffuse reflections produce shaded images that appear
three‐dimensional. ‰ But the surfaces look dull, somewhat like chalk ‰
Diffuse Lighting
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So far, we have considered only point lights
A light source at a near-infinite distance away from a surface has near-parallel
rays.
The vector made from the surface to the light source is always the same for
every surface.
This is known as a directional light – light from a known direction- not
position.
We do not specify a position for directional lights, just a vector to indicate ray
direction.
Directional Light
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Application of Directional Lights
To implement a directional light into the illumination equation,
we simply use the same light vector in every different surface illumination
equation –
i.e. L does not change, as it is constant for the light source.
I = Ipkd (N •L)
It is rare that we have an object in the real world illuminated only by a single
light. Even on a dark night there is a some ambient light. To make sure all
sides of an object get at least a little light we add some ambient light to the
point or directional light:
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Concatenation of Illuminations
Lambert’s lighting model can be combined with the previous ambient light
equation.
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Attenuation of Light
The above is an example of lighting with no attenuation and below is an
example with a more realistic attenuation of light.
Real light has an attenuation factor – light intensity becomes weaker over
distance.
In a similar manner, the perception of sound volume decreases the further
away you are from its source.
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To include attenuation into our illumination equation, we need to insert an
attenuation factor into the lighting section – in this case labeled fatt
Application of Attenuation
I = Iaka + fattIpkd (N •L)
With this multiplying factor in place, we can control the intensity of light based on
distance.
An fatt of 0 would effectively turn the light off.
An fatt of 1 would result in a maximum intensity of the light. Light fall off obeys
what is commonly known as the inverse square law – its intensity decreases
exponentially in relation to distance.
If we consider the distance from the surface point to the light L as dL…
fatt = 1/ dL2
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Light Color
So far the notion of using the illumination equation has had no reference to
actual color – only monochromatic intensity.
What we require to do so, are 3 equations, to represent the Red, Green and
Blue data.
E.g.
February 5, 2015 [email protected] 39
Specular reflection is observed in shiny or polished surfaces. Illuminating a polished sphere, such as a
glass ball, with a bright white light, produces a highlight of the same color as the incident light.
Specular reflection is also influenced by the angle of incidence.
Figure shows the angles in specular reflection.
Specular Reflection
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In Figure you can notice that in specular reflection the angle of incidence
is the same as the angle of reflection. In a perfect reflector specular
reflection is visible only when the observer is located at the angle of
reflection. Objects that are not perfect reflectors exhibit some degree of
specular reflection over a range of viewing positions located about the
angle of reflection. Polished surfaces have a narrow reflection angle while
dull surfaces have a wider one.
Specular Reflection
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Specular Reflection
Intensity depends on where the viewer is!
The white specular
highlight is the reflection of white light from the source in the direction of th
e viewer
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The bright spot that we see on a shiny surface is the result of incident light
reflected in a concentrated region around the specular reflection angle ‰
The specular reflection angle equals the angle of the incident light
Specular Reflection ‰
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A perfect mirror reflects light only in the specular‐reflection direction ‰
Other objects exhibit specular
reflections over a finite range of viewing positions around vector R
Specular Reflection ‰
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Phong Bui-Toung described a model for non-perfect reflectors. The Phong model, which is widely
used in 3D graphics, assumes that specular reflectance is great in the direction of the reflection
angle, and decreases as the viewing angle increases.
The shaded areas in Figure show Phong reflection for a shiny and a dull surface. A polished surface is
associated with a large value for n, while a dull surface has a small n.
Phong's Model
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The Phong model enjoys considerable popularity because of its simplicity, and because it
provides sufficient realism for many applications. It also has some important drawbacks:
1. All light sources are assumed to be points.
2. Light sources and viewers are assumed to be at infinity.
3. Regardless of the color of the surface all highlights are rendered white.
Resulting from these limitations, the following observations have been made regarding the
Phong model:
1. The Phong model does not render plastics and other colored solids very well. This results
from the white color or all highlights.
2. The Phong model does not generate shadows. This makes objects in a scene to appear to
float in midair.
Phong's Model
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Specular Reflection ‰
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reflection off of shiny surfaces - you see a highlight
shiny metal or plastic has high specular component
chalk or carpet has very low specular component
position of the viewer is important in specular reflection
I = Ip cosn(a) W(Ɵ)
I: intensity
Ip: intensity of point light
n: specular-reflection exponent (higher is sharper falloff)
W: gives specular component of non-specular materials
So if we put all the lighting models depending on light together we add up their
various components to get:
I = Ia Ka + Ip Kd(N' * L') + Ip cosn(a) W(Ɵ)
Specular Reflection
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Shiny surfaces exhibit specular reflection – the reflection of the light source
towards the viewer.
Specular reflection has 2 main color biases:
1. The color of the specular reflection is determined by the light source color.
or
2. The color of the specular reflection is determined by the color of the surface.
Objects that have waxed, or transparent surfaces (apples, plastic, etc.) tend to
reflect the color of the light source.
Plastic, for example, is composed of color pigments suspended in a
transparent material.
…and Gold has a gold colored highlight.
Specular Reflection
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The above diagram describes a perfectly mirrored surface.
The viewer is seen looking at a point on the surface: viewing vector E.
The light source L emanates a ray of light that that hits the surface with an angle
of i relative to the normal.
The angle of reflection of the light ray then leaves with an angle r relative to the
normal. The angle of incidence i is the same as angle r.
In a perfect mirror (above), the viewer may ONLY see the light ray if the viewing
angle E is directly opposite of the reflection vector R.
Specular Reflection
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Diffuse vs. Specular
• diffuse
incident light is reflected into many different
directions
matte surfaces
• specular (mirror-like)
incident light is reflected into a dominant
direction (perceived as small intense specular
highlight)
shiny surfaces
• diffuse and specular reflection are material
properties
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Diffuse vs. Specular
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Diffuse vs. Specular
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