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UCSD CSE 167 - Computer Cinematography

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#16: Computer Cinematography:The Toy Story Lighting ModelCSE167: Computer GraphicsInstructor: Ronen BarzelUCSD, Winter 20061Film Cinematography What makes film look different from home movie? Camera Lighting Not trying for “photorealism” Lighting in cinematography Contribute to storytelling Set mood Compose image Direct viewer’s eye2Real-World Film LightingPractical lights: lights that are visible onscreen e.g. desk lamps, ceiling lamps, flashlights, fires, … rarely major contributors to illumination Main lights and spotlights placed off-camera To create desired illumination effect Standard three-point lighting setup: Key light -- provides major source of illumination & shadow Fill Light -- fills in dark areas & shadows made by key Back light -- creates subtle highlights around edges• helps give sense of 3D depth• separates subject from background3Real-World Film Lighting Trickery Cheat as necessary: Suspend sheet in front of light to soften shadows Position opaque cards or graded filters to shape light Focus narrow “tickler” lights to get extra highlights Hide “kicker” light under a desk to fill dark areas under character’schin etc…4Computer Graphics Trickery We’re not looking for realism real-world lighting is constrained by reality, CG isn’t Things that can’ t be done in real life lights coming out of nowhere lights that act on only certain objects decoupling lights and shadows etc. Real life does some things easier than standard CG: soft shadows soft area lights global illumination techniques help this5Lighting Model Several independent aspects selection shape shadowing texture dropoff direction properties6Basic setup only fill lights7One key light(will talk about the beam-of-light effect later)(will talk about the beam of light effect later)8Selection torus unaffected by key light9Shape Region of space affected by light Real-world commonly use spotlights, barn door lights CG model: Generalized cone/pyramid Soft edges Cuton and cutoff10Generalized cone/pyramid A “superellipse” shape swept into a pyramid superellipse varies between circle and rectangle pyramid may be truncated or sheared11 2-dimensional superellipse: n=1 is ordinary ellipse or circle need to handle 4 quadrants carefully:• avoid exponentiation of negative numbers• use2D Superellipsexy!"#$%&=a cosn(')bsinn(')!"#$%&,!where 0 ('( 2) and 0 ( n < *xa+,-./02 n+yb+,-./02 n= 1y = b 1 1xa+,-./02 n+,-./0n 2xn= ! xnif x < 012Aside: 3D Superellipsoidxyz!"###$%&&&=a cosn1(')cosn2(()b cosn1(')sinn2(()csinn1(')!"###$%&&&!where 0 )() 2* and -*2)')*2 and 0 ) n < +13Returning to lighting… A 2D superellipse swept into a pyramid pyramid may be truncated or sheared14Shape: Rounded Rectangle15Shape: Sheared Barn Door16Soft Edges Full intensity in central pyramid No effect (zero intensity) outside outer pyramid Smooth falloff between them17Shape: Hard Edge18Shape: Soft Edges19Step Transitions Want to transition between two values E.g. in a shader, transition between two colors on surface E.g. inside/outside light shape Want function to provide control value between 0 to 1:• Function step(s,a,b) for a < b• Should return 0 for s ! a• Should return 1 for s " b• Should vary smoothly between them• Can use, e.g., to transition between two colors:!!!!!!!!!!!!!!!! Lerp(step(s, a,b),Color1,Color2)20Linear Step Vary linearly between a and b: Simple, quick Not C1-continuous• Abrupt• Can cause Mach bandinglinearstep(s,a,b) =0, s ! as " ab " a, a ! s ! b1 b ! s#$%%&%%s01a b21“SmoothStep” Cubic curve: Tangent is horizontal at start and end• C1-continuous Special-case of a Hermite Spline:• Cubic spline defined by two interpolating points and two tangents In RenderMan shading language librarysmoothstep(s,a,b) =0, s ! a"2s " ab " a#$%&'(3+ 3s " ab " a#$%&'(2, a ! s ! b1 b ! s)*++,++s01a b22Shape: Cutoff Truncate bottom of pyramid smooth transition zone (fairly sharp in the example)23Shape: Cuton Truncate top of pyramid smooth transition zone (gradual in the example)24Shadowing Shadows & shadow placement important for cinematography Can control shadows for artistic effect Think of shadow as “volume of darkness” illumination inhibited inside the volume Control: Shadow selection Shadow direction Shadow sharing Fake shadows Shape trimming Shadow softening Techniques can be implemented using shadowmaps & procedural shading25Basic Shadows26Shadow Selection Cube casts no shadow27Shadow Direction move shadowmap camera away from light position to control where shadows fall surprisingly acceptable, especially for shadows cast on distant surface28Shadow Sharing use one light’s shadowmap for other lights prevent other lights from washing out important shadows29Fake shadows Place a virtual shadow-casting superellipse in space. known as a “blocker” (Real-world, place opaque cards in front of light)30Shape Trimming Make large blocker, place it to trim the shape of the light Can animate blocker for effects like door opening offscreen31Shadow Softening Effect of shadow on light doesn’t need to be binary on/off: Only partially inhibit the light (scale down rather than remove) Soften edges• shadowmap edge blurring techniques• smooth falloff in shadow blockers Rather than inhibiting light, lerp to a different color• e.g. can be effective to lerp to dark blue• default: lerp to black gives normal shadowing32Texture We use images to create texture on surfaces Can also use images to create texture in lighting, via projectionCookie: single-channel matte used as a “cookie cutter” (a.k.a. cucaloris)• changes shape• breaks up lightSlide: color image used as a slide projector• can blur based on distance for getting unfocused projection (e.g. from a TV)Noise: 2D procedural noise• makes light “dirty”33Texture files34Cookie changing light shape35Cookie breaking up light36Projecting a color slide37Intensity distribution The intensity of the light can vary across the shape Beam distribution• cosinen across beam Distance falloff• inverse-linear, inverse-square, etc. Usually only used for practical light effects Choosing dropoff exponent


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UCSD CSE 167 - Computer Cinematography

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