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UCSD CSE 167 - Lighting

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#11: LightingCSE167: Computer GraphicsInstructor: Ronen BarzelUCSD, Winter 20061Outline for todayOverview of lighting Notes on color Local Illumination Light Sources Shading Advanced Lighting2Where we are so far… We know how to rasterize: Given a 3D triangle (or a bunch of triangles) Given a 3D camera… …we know which pixels represent the triangles But what color should those pixels be?3Lighting(non-teapot images by Henrik Wann Jensen)4Lighting To create a photorealistic image: Simulate the interaction of light with the objects in the scene Simulate the interaction of light with the eye or camera I.e., simulation of physics and optics• Advanced rendering course (CSE168)• Many aspects “solved” in principle but still an area of active research• Very slow to compute fully• Use global illumination techniques: examine the whole scene at once• Known as physically-based rendering For interactive computer graphics: Use a simplified model for speed Empirical/perceptual -- approximate interesting observed phenomena Use local illumination techniques:• only direct effect of lights on surfaces5Basic Components of LightingLight sources AKA emitters Color and intensity Geometric attributes: Position, Direction, Shape Spatial attenuation Advanced properties: Spectrum, Polarization, …Surfaces Geometric attributes: Position, OrientationMaterial properties: reflectance• color• shininess, glossiness, …• texture• Advanced: translucency, microstructure, sub-surface scattering, …6Lighting vs. ShadingLighting: compute the result of light illuminating surfacesShading: assign colors to pixels For photorealistic rendering: in principle, shading==lighting: perform lighting at every pixel In practice: may take shortcuts may include non-lighting effects• fog• illustration• cartoon shading7Vertex Lighting Each vertex goes through lighting process Lighting computation determines final color at the vertex Based on initial “unlit” vertex color Based on lights in the scene Based on material properties of the surface Based on surface normal Interpolate colors using Gouraud shading (Same lighting computation for per-pixel lighting) !n8Outline for today Overview of lightingNotes on color Local Illumination Light Sources Shading Advanced Lighting9What is light? What is color? Light is electromagnetic energy a continuous range of wavelengths varying intensity at each wavelength Color is a property of the visual system Not an inherent property of light Human eyes have Red, Green, Blue receptors (cones)• Each receptor responds to a range of wavelengths• Gives rise to “primary colors”:• all colors expressed as combination of red, green, blue cone stimulation• Lots of perceptual, psychophysical effects:• adaptation, inhibition, illusion Physically correct computation requires computing interactions at all wavelengths Perceptually correct computation Requires taking into account psychophysics Pretty good approximation: Separate light into red, green, blue components Process each component independently10Color illusion The squares marked A and B are the same shade of gray11Color Illusion -- proof12Color Spaces13Material Colors Inherent “material color” which is the color that the objectreflects Material reflects different wavelengths of light different amounts In RGB, have a reflectivity amount for each of red, green, blue An object can’t reflect more light than it receives Maximum: reflect 100% of light in all wavelengths--bright white Reasonable: reflect 95% of light, material color =(0.95, 0.95, 0.95) Material colors range from 0.0 to 1.0 in RGB14Light Color No limit to total light intensity reflecting from surface Can make individual light source brighter Can add more lights Represent a light source using intensity in RGB Range from 0.0 up There is no upper limit to the intensity of light In other words, a bright white light might have color (10,10,10) Units? physically-based rendering: photon power flux density in practice: arbitrary units (“my light goes up to 11”)15Color & Intensity Distinction between material color and light color: Material colors represent the proportion of light reflected Light colors represent the actual intensity of a beam of light We never perceive the inherent material color All we see is the light reflected off of a material Shine a red light…• on a white or red surface: the object appears red• on a grey surface: the object appears dark red• on a blue surface: the object appears black16Exposure and Display What do we mean by “white”? Human eyes (and digital cameras) adjust exposure settings automatically In a moderatly lit room, intensity 0.5 might appear as white In bright sunlight, intensity 100 might appear as (same) white The monitor has an upper limit to the brightness it can display RGB units: 0=no light at the pixel, 1=full intensity at the pixel exact color light that emerges depends on monitor properties• brightness, contrast, white point, color balance, … Final result of lighting calculation shouldn’t be more than 1.0 Advanced techniques: exposure control, AKA “tone mapping” In practice: Assume intensity (1,1,1) is white clamp all final color values to 0.0-1.0 range before storing in pixel17Outline for today Overview of lighting Notes on colorLocal Illumination Light Sources Shading Advanced Lighting18Local Illumination AKA Local Lighting Models Light on a point on the surface (vertex) Assume we have an incident ray of light Light coming from a known direction With a given RGB color (intensity) We will build up empirical material properties Fancy name: Bidirectional Reflectance Distribution Function“BRDF”19Reflectivity White sheet of paper might reflect 95% of incident light A mirror might reflect 95% of incedent light Yet, these two things look completely different: They reflect light in different directions The paper is a diffuse reflector The mirror is a specular reflector20“Standard” Lighting Model Consists of three terms linearlycombined:Diffuse component for the amount ofincoming light reflected equally in


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UCSD CSE 167 - Lighting

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