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Princeton COS 426 - Illumination

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1IlluminationTom FunkhouserPrinceton UniversityCOS 426, Spring 2006Ray CastingImage RayCast(Camera camera, Scene scene, int width, int height){Image image = new Image(width, height);for (int i = 0; i < width; i++) { for (int j = 0; j < height; j++) { Ray ray = ConstructRayThroughPixel(camera, i, j);Intersection hit = FindIntersection(ray, scene);image[i][j] = GetColor(scene, ray, hit);}}return image;}Image RayCast(Camera camera, Scene scene, int width, int height){Image image = new Image(width, height);for (int i = 0; i < width; i++) { for (int j = 0; j < height; j++) { Ray ray = ConstructRayThroughPixel(camera, i, j);Intersection hit = FindIntersection(ray, scene);image[i][j] = GetColor(scene, ray, hit);}}return image;}WireframeRay CastingImage RayCast(Camera camera, Scene scene, int width, int height){Image image = new Image(width, height);for (int i = 0; i < width; i++) { for (int j = 0; j < height; j++) { Ray ray = ConstructRayThroughPixel(camera, i, j);Intersection hit = FindIntersection(ray, scene);image[i][j] = GetColor(scene, ray, hit);}}return image;}Image RayCast(Camera camera, Scene scene, int width, int height){Image image = new Image(width, height);for (int i = 0; i < width; i++) { for (int j = 0; j < height; j++) { Ray ray = ConstructRayThroughPixel(camera, i, j);Intersection hit = FindIntersection(ray, scene);image[i][j] = GetColor(scene, ray, hit);}}return image;}Without IlluminationRay CastingImage RayCast(Camera camera, Scene scene, int width, int height){Image image = new Image(width, height);for (int i = 0; i < width; i++) { for (int j = 0; j < height; j++) { Ray ray = ConstructRayThroughPixel(camera, i, j);Intersection hit = FindIntersection(ray, scene);image[i][j] = GetColor(scene, ray, hit);}}return image;}Image RayCast(Camera camera, Scene scene, int width, int height){Image image = new Image(width, height);for (int i = 0; i < width; i++) { for (int j = 0; j < height; j++) { Ray ray = ConstructRayThroughPixel(camera, i, j);Intersection hit = FindIntersection(ray, scene);image[i][j] = GetColor(scene, ray, hit);}}return image;}With IlluminationIllumination• How do we compute radiance for a sample ray?Angel Figure 6.2image[i][j] = GetColor(scene, ray, hit);Goal• Must derive computer models for ... Emission at light sources Scattering at surfaces Reception at the camera• Desirable features … Concise Efficient to compute “Accurate”2Overview• Direct Illumination Emission at light sources Scattering at surfaces• Global illumination Shadows Refractions Inter-object reflectionsDirect IlluminationEmission at Light Sources• IL(x,y,z,θ,φ,λ) ...  describes the intensity of energy,  leaving a light source, … arriving at location(x,y,z), ... from direction (θ,φ), ... with wavelength λ(x,y,z)LightEmpirical Models• Ideally measure irradiant energy for “all” situations Too much storage Difficult in practiceλOpenGL Light Source Models• Simple mathematical models: Point light Directional light Spot lightPoint Light Source• Models omni-directional point source intensity (I0),  position (px, py, pz),  factors (kc, kl, kq) for attenuation with distance (d)2qlc0kkkIddIL++=dLight(px, py, pz) Directional Light Source• Models point light source at infinity intensity (I0),  direction (dx,dy,dz) 0IIL=(dx, dy, dz)No attenuationwith distance3Spot Light Source• Models point light source with direction intensity (I0),  position (px, py, pz),  direction (dx, dy, dz) attenuation2qlc0kkk)(IddLDIL++•=dLight(px, py, pz) DLγOverview• Direct Illumination Emission at light sources Scattering at surfaces• Global illumination Shadows Refractions Inter-object reflectionsDirect IlluminationScattering at Surfaces• Rs(θ,φ,γ,ψ,λ) ...  describes the amount of incident energy,  arriving from direction (θ,φ), ... leaving in direction (γ,ψ), … with wavelength λSurface(θ,φ)(ψ,λ)λEmpirical Models• Ideally measure radiant energy for “all” combinations of incident angles  Too much storage Difficult in practiceSurface(θ,φ)(ψ,λ)λOpenGL Reflectance Model• Simple analytic model:  diffuse reflection + specular reflection + emission + “ambient”SurfaceBased on modelproposed by PhongBased on modelproposed by PhongOpenGL Reflectance Model• Simple analytic model:  diffuse reflection + specular reflection + emission + “ambient”SurfaceBased on Phong illumination modelBased on Phong illumination modelBased on modelproposed by PhongBased on modelproposed by Phong4Diffuse Reflection• Assume surface reflects equally in all directions Examples: chalk, claySurfaceDiffuse Reflection• How much light is reflected? Depends on angle of incident lightSurfaceθDiffuse Reflection• How much light is reflected? Depends on angle of incident lightSurfacedLΘ=cosdAdLdAθDiffuse Reflection• Lambertian model cosine law (dot product)LDDILNKI )( •=SurfaceNLθOpenGL Reflectance Model• Simple analytic model:  diffuse reflection + specular reflection + emission + “ambient”SurfaceSpecular Reflection• Reflection is strongest near mirror angle Examples: mirrors, metalsNLRθθ5Specular ReflectionHow much light is seen?Depends on:  angle of incident light angle to viewerNLRVViewerαθθSpecular Reflection• Phong Model cos(α)nLnSSIRVKI )( •=NLRVViewerαθθThis is a physically-motivated hack!OpenGL Reflectance Model• Simple analytic model:  diffuse reflection + specular reflection + emission + “ambient”SurfaceEmissionEmission ≠ 0Emission ≠ 0• Represents light eminating directly from polygonOpenGL Reflectance Model• Simple analytic model:  diffuse reflection + specular reflection + emission + “ambient”SurfaceAmbient TermThis is a total hack (avoids complexity of global illumination)!• Represents reflection of all indirect illumination6OpenGL Reflectance Model• Simple analytic model:  diffuse reflection + specular reflection + emission + “ambient”SurfaceOpenGL Reflectance Model• Simple analytic model:  diffuse reflection + specular reflection + emission + “ambient”SurfaceOpenGL Reflectance Model• Sum diffuse, specular, emission, and ambientLeonard McMillan, MITDirect Illumination Calculation• Single light source:LnSLDALAEIRVKILNKIKII )()( •+•++=NLRVViewerαθθDirect


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Princeton COS 426 - Illumination

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