Unit II - Lights
Unit II - Lights
Shading models
Flat shading
Each polygon is given a single color based on the light at one point.
Gouraud shading
Smooth shading across polygons by interpolating vertex colors.
Phong/Blinn-Phong Shading
More realistic shading with per-pixel calculations, interpolating normals instead of colors.
Blinn-Phong uses the halfway vector instead of the reflection one to calculate the specular
angle.
Physically Based Rendering (PBR)
Simulates real-world material properties using advanced lighting models and BRDFs
(Bidirectional Reflectance Distribution Functions).
Unit II - Lights : Function of Lights
2. Cast Shadows
Shadowing is essential to provide depth perception and spatial understanding within a scene,
enhancing realism/composition.
Shadowing techniques
Shadow Mapping
Uses a depth texture to compare distances from the light source to objects.
Several types: PCF, PCSS, Cascades, Atlases…
RayTraced Shadows
More accurate, simulates real-world light behavior, but computationally expensive.
Allows for effects like soft shadows and realistic penumbras.
Shadow Volumes
Geometry-based approach, calculates shadow regions using the shape of occluders.
Unit II - Lights : Materials & Light
PBR (Physically Based Rendering) → Rendering approach that mimics the
physical properties of light and materials. It’s core principles are:
- Energy Conservation → Reflected light energy never exceeds the incoming light
energy.
- Microfacet Theory: Surfaces are composed of tiny faces that affect the reflection.
(Consider a facet a microsurface or a micro plane within the plane). This models
the roughness of the surface.
- Key parameters
- Base Color → Diffuse/Albedo
- Metallic → Defines if a surface is reflective or dielectric
- Roughness → Control how sharp or blurry reflections.
Shading Model → Physical/Mathematical model which defines how light interacts with
the surface of an object. Models differentiate in:
- Diffuse Shading
- Specular Shading
- Hybrid Models
Main Characteristics:
- Intensity Doesn’t diminish with distance.
- Commonly used for outdoor scenes and global lighting.
Unit II - Lights : Light Types
Point Light
Emits light in all directions from a single point. It’s defined by several radius. Light emitted
usually fades.
Main Characteristics:
- Light intensity diminishes with distance, usually following an inverse square law.
- Not only limited to being represented by a sphere. Can be represented by
capsules as well.
Main Characteristics:
- Defined by inner and outer cone angles, this allow controlling the sharpness of
the light.
- Light fades within the cone and beyond its boundaries.
Unit II - Lights : Light Types
Rectangular/Area Light
Emits light from a rectangular surface, producing soft illumination.
Main Characteristics:
- Supports area light effects, creating subtle gradients and soft shadows.
- Advanced type of light within PBR pipelines.
Unit II - Lights : Light Reflection
Specular
Light reflects in a specific direction, similar to a mirror.
- Bright Highlights (Specular highlights)
- View angle dependent, relative to the light source.
- Influenced by surface smoothness, the smoother, the sharper the reflection.
Diffuse
Light scatters uniformly in all directions after hitting a surface.
- Matte appearance with no sharp highlights.
- Dependent on the angle between the light and surface normal.
Group up and investigate about the following topics, create a few slides and upload it to the pdu:
Emissive Lighting
Ambient Lighting
Skylight
Global Illumination
Image Based Lighting (IBL)