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Illumination in Computer Graphics

1. The document discusses illumination models used in computer graphics to simulate lighting and the perception of color and lighting. 2. It explains that lighting is important for realistic images as color perception arises from light, and lighting makes objects appear 3D. 3. The Phong illumination model is introduced, which calculates surface intensity based on ambient light, diffuse reflection, and specular reflection to simulate various lighting effects.
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0% found this document useful (0 votes)
138 views44 pages

Illumination in Computer Graphics

1. The document discusses illumination models used in computer graphics to simulate lighting and the perception of color and lighting. 2. It explains that lighting is important for realistic images as color perception arises from light, and lighting makes objects appear 3D. 3. The Phong illumination model is introduced, which calculates surface intensity based on ambient light, diffuse reflection, and specular reflection to simulate various lighting effects.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Illumination Model

Why Lighting?
 Color is a fundamental attribute of our viewing
experience. The perception of color arises from light
energy entering our visual system.
 This complex process is relevant to computer
graphics because a realistic image is one that seems
indistinguishable from the light energy coming from a
real scene.
 If we don’t have lighting effects nothing looks three
dimensional!
Why Lighting? (cont…)
Basics of Reflected Light
 The colours that we perceive are determined by the
nature of the light reflected from an object
 For example, if white
light is shone onto a
green object most
wavelengths are
absorbed, while green
light is reflected from Colours
Absorbed
the object
Basics of Reflected Light
 The amount of incident light reflected by a surface
depends on the type of material
 Shiny materials reflect more of the incident light and
dull surfaces absorb more of the incident light
 For transparent surfaces some of the light is also
transmitted through the material
Components of Reflections

Ambient – surface exposed to indirect light reflected from nearby objects.

Diffuse – reflection from incident light with equal intensity in all directions.
Depends on surface properties.
Specular – near total of the incident light around reflection angle.

6
Real Lights and Reflection
 Real lights are complicated
 Sun light, iridescent bulbs, fluorescent bulbs
 Different spectra in different directions
 Again, pretty complicated
 May be described by bidirectional reflectance distribution
function (BRDF)
 Besides
 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
Illumination Model
 An illumination model, also called a lighting model is
used to calculate the intensity of light that we
should see at a given point on the surface of an
object.
 Done by simulating some light attributes
 Can be
 Local illumination
 Global illumination

8
Illumination Model
 Local illumination
 Models only the direct illumination from the source
 Does not consider light reaching after bouncing off other objects
 Only consider the light, the
observer position, and the
object material properties

 Global illumination
 take into account the interaction
of light from all the surfaces in
the scene

9
Things to Model
 Light sources
 What color, intensity, lines through space
 Reflection of light off surfaces
 How much light reflected in each direction
 How are color and intensity changed

 Life on a surface
L: direction to light
N: normal vector
R: reflection of light about normal
V: direction to viewer (i.e. reflection
direction of interest)
Point Light Sources
 Simplest model we can use for a light source
 Defined by:
 The position (x,y,z) of the light
 The RGB values for the colour of the light
 Radiates equal intensity in all direction

L = Plight - Psurface
Directional Light Sources
 A large light source, like the sun, can be modelled as
a point light source
 However, it will have very little directional effect
 i.e. All light rays are considered parallel

Specified by:
• direction (x,y,z)
• intensity (r,g,b)

L = -direction
Intensity Attenuation
 As light moves from a light source its intensity
diminished
 At any distance d away from the light source the
intensity diminishes by a factor of 1
d2
 This means that
 a surface close to the light source (small d) receives a
higher incident intensity from the source than a distant
surface (large d).
Intensity Attenuation
 However, using the factor 1 2 does not produce very good
d
results so we use something different
 We use instead in inverse quadratic function of the form:

 1.0, source at infinity



f radial d    1 .
attenuation  a  a d  a d 2 , local source
 0 1 2
 A user can then fiddle or manipulates with the coefficients ao,
a1, and a2 , to obtain a variety of lighting effects
 The value of the constant term ao can be adjusted to
prevent f(d) from becoming too large when d is very
small.
Spotlights
 To turn a point light source into a spotlight we simply
add a vector direction and an angular limit θl
 If Vlight and Vobj are the unit vector
 Then
Vobj Vlight  cos

 If this angle is inside the light’s angular limit then the


object is within the spotlight
Spotlights - Angular Intensity Attenuation
 Points outside the cone are not illuminated (stay in
dark).

 Angular attenuation is:



 1.0, source not a spotlight

fangular     0.0, Vobj  Vlight  cos   cos 
attenuation 
 
a otherwise
 Vobj  Vlight ,

a is a constant
Phong Model
 Phong model is an empirical model developed in 1973
by Phong Bui Tuong
 Simple and fast method for calculating surface intensity
at a given point
 Gives reasonably good results and is used in most
graphics systems
 The important components are:
 Ambient light
 Diffuse reflection
 Specular reflection
 Emissive light
 For the most part we will consider only monochromatic
light sources
Ambient Light
 A surface that is not exposed
to direct light may still be lit
up by reflections from other
nearby objects – ambient
light
 The total reflected light from
a surface is the sum of the
contributions from light
sources and reflected
light
Ambient Light
 To incorporate background light Phong model simply
set a general brightness level for a scene
 This approximates the global diffuse reflections
(inter-reflections) from various surfaces within the
scene
 This light intensity is simply denoted by Ia,
 It is
 Independent of the light positions or surface directions
 Independent of location of viewer
 Has no direction
Diffuse Reflection
 Surfaces that are rough or grainy tend to reflect light
in all directions
 This scattered light is called diffuse reflection
 This type of reflection is called Lambertian Reflection
(thus, Lambertian surfaces)
 The brightness of the surface is independent of the
observer position (since the light is reflected in all
direction equally)
Diffuse Reflection (cont…)
 Surface’s material property:
 A parameter kd is set for each surface
 kd determines the fraction of light that is to be scattered as
diffuse reflections from that surface
 This parameter is known as the diffuse-reflection
coefficient or the diffuse reflectivity
 kd is assigned a value between 0.0 and 1.0
 0.0: dull surface that absorbs almost all light
 1.0: shiny surface that reflects almost all light
Diffuse Reflection – Ambient Light
 For background lighting effects we can assume that
every surface is fully illuminated by the scene’s
ambient light Ia
 Therefore the ambient contribution to the diffuse
reflection is given as:
I ambdiff  kd I a
 Ambient light alone is not enough to render a scene
or very uninteresting so we need some other lights in
a scene as well
Diffuse Reflection (cont…)
 When a surface is illuminated by a light source, the
amount of incident light depends on the orientation of
the surface relative to the light source direction

N θ = angle of incidence

Il
 
Incident
light
Diffuse Reflection (cont…)
 So the amount of incident light on a surface is given
as:
I l ,incident  I l cos
 So we can model the diffuse
reflections as: I l ,diff  k d I l ,incident

 k d I l cos

 if N and L are unit vector, N  L  cos

k d I l ( N  L ) if N  L  0
I l ,diff 
 0 if N  L  0
Combining Ambient And Incident Diffuse Reflections

 To combine the diffuse reflections arising from


ambient and incident light most graphics packages
use two separate diffuse-reflection coefficients:
 ka for ambient light
 kd for incident light
 The total diffuse reflection equation for a single point
source can then be given as:

k a I a  k d I l ( N  L ) if N  L  0
I diff 
 ka I a if N  L  0
Examples
Specular Reflection
 Additionally to diffuse reflection we see a
highlight, or bright spot, on objects (such
as polished metal, apple ...) at certain
viewing directions.
 This phenomenon, called specular
reflection,
 It is the result of total, or near total reflection
of the incident light in a concentrated region
around the specular reflection angle.
Specular Reflection (cont…)
 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 Model
 The Phong model sets the intensity of specular reflection as
proportional to the angle between the viewing vector and the
specular reflection vector

 So, the specular reflection intensity is proportional to the


angle Φ can be varied between 0° and 90° so that cosΦ
varies from 1.0 to 0.0

 The specular-reflection exponent, ns is determined by the


type of surface we want to display
 Shiny surfaces have a very large value (>100)
 Rough surfaces would have a value near 1
Specular Reflection Model
 The effect of ns on the angular range in which we can
expect to see specular reflections
Specular Reflection Model
 For some materials the amount of specular reflection
depends heavily on the angle of the incident light
 Fresnel’s Laws of Reflection describe in great detail
how specular reflections behave
 However, we don’t need to worry about this and
instead approximate the specular effects with a
constant specular reflection coefficient ks
Specular Reflection Model
 So the specular reflection intensity is given as:
I l , spec  k s I l cos 
ns

V  R  cos
 Remembering that
We can say:

k s I l (V  R) ns if V  R  0 and N  L  0
I l , spec 
 0.0 if V  R  0 or N  L  0
Example
Calculating Reflection Vector

Since L and N are normalized


N   L cos θ  cos θ
N   N cos θ  ( N .L )N
U  N  L
R  L  2U  2N  L N  L
Half way Vector
 An alternative way of computing Phong specular
lighting is:
I l , spec  k s I l ( N  H ) ns

 H (halfway vector): halfway between V and L


LV
H
|LV|
 Why?
 Efficient computations

36
Combining Diffuse & Specular Reflections
 For a single light source we can combine the effects
of diffuse and specular reflections simply as follows:

I  I diff  I spec
k a I a  k d I l ( N  L)  k s I l (V  R) ns
Example
Example

Ambient Diffuse

Final
Specular Image
Emission
 Some objects are self-luminous
 Light intensity due to emission is measured as –

I e  ki

k i  coefficien t of the object' s intrinsic intensity

 Therefore,
I  I diff  I spec  I e
Multiple Light Sources
 We can place any number of light sources in a scene
 We compute the diffuse and specular reflections as
sums of the contributions from the various sources

 
n
I  I ambdiff   I l ,diff  I l ,spec
l 1

 
n
k a I a   I l kd N  L   k s V  R 
ns

l 1
Adding Intensity Attenuation
 To incorporate radial and angular intensity
attenuation into our model we simply adjust our
equation to take these into account
 So, light intensity is now given as:

 
I  I ambdiff   f l ,radatten f l ,angattenI l ,diff  I l , spec 
n

l 1

 where fradatten and fangatten are as discussed


previously
RGB Colour Considerations
 For an RGB colour description each intensity
specification is a three element vector
 For each light source: I l  I lR , I lG , I lB 

 Similarly all parameters are given as vectors:


ka  kaR , kaG , kaB  k s  k sR , k sG , k sB 
k d  k dR , k dG , k dB 
 Each component of the surface colour is then
calculated with a separate expression
I lR ,diff  kdR I lR ( N  L) I lB ,diff  kdB I lB ( N  L)
I lG ,diff  kdG I lG ( N  L)
Summary
 To create realistic (or even semi-realistic) looking
scenes we must model light correctly
 To successfully model lighting effects we need to
consider:
 Ambient light
 Diffuse reflections
 Specular reflections
Nate Robin’s Tutorial

Nate Robin’s OpenGL Tutorials available at: http://users.polytech.unice.fr/~buffa/cours/synthese_image/DOCS/


www.xmission.com/Nate/tutors.html

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