10illumination

Page 1

Graphics

Illumination Model 고려대학교 컴퓨터 그래픽스 연구실

Graphics Lab @ Korea University


Illumination 

CGVR

How do We Compute Radiance for a Sample Ray? 

Must derive computer models for ...   

Emission at light sources Scattering at surfaces Reception at the camera

Wireframe

Without Illumination

Direct Illumination Graphics Lab @ Korea University


Overview 

Direct Illumination  

CGVR

Emission at light sources Scattering at surfaces

Global Illumination   

Shadows Refractions Inter-object reflections Direct Illumination

Graphics Lab @ Korea University


Overview 

Direct Illumination  

CGVR

Emission at light sources Scattering at surfaces

Global Illumination   

Shadows Refractions Inter-object reflections Direct Illumination

Graphics Lab @ Korea University


Modeling Light Source 

CGVR

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

Graphics Lab @ Korea University


Empirical Model 

CGVR

Ideally Measure Irradiant Energy for “All” Situations  

Too much storage Difficult in practice

Graphics Lab @ Korea University


Light Source Model 

CGVR

Simple Mathematical Models:   

Point light Directional light Spot light

Graphics Lab @ Korea University


Point Light Source 

CGVR

Models Omni-Directional Point Source (E.g., Bulb) 

Intensity (I0)

Position (px, py, pz) Factors (kc, kl, kq) for attenuation with distance (d)

I0 IL = k c + k 1d + k q d 2

Graphics Lab @ Korea University


Directional Light Source 

CGVR

Models Point Light Source at Infinity (E.g., Sun) 

Intensity (I0)

Direction (dx,dy,dz)

No attenuation with distance

I L = I0

Graphics Lab @ Korea University


Spot Light Source 

CGVR

Models Point Light Source with Direction (E.g., Luxo) 

Intensity (I0),

Position (px, py, pz) Direction (dx, dy, dz) Attenuation

 

I0 ( D ⋅ L) IL = k c + k 1d + k q d 2 Graphics Lab @ Korea University


Overview 

Direct Illumination  

CGVR

Emission at light sources Scattering at surfaces

Global Illumination   

Shadows Refractions Inter-object reflections Direct Illumination

Graphics Lab @ Korea University


Modeling Surface Reflection 

CGVR

Rs(θ,φ,γ,ψ,λ)    

Describes the amount of incident energy Arriving from direction (θ,φ) Leaving in direction (γ,ψ) With wavelength λ

Graphics Lab @ Korea University


Empirical Model 

CGVR

Ideally Measure Radiant Energy for “All” Combinations of Incident Angles  

Too much storage Difficult in practice

Graphics Lab @ Korea University


Reflectance Model 

CGVR

Simple Analytic Model:    

Diffuse reflection + Specular reflection + Emission + “Ambient”

Based Basedon on model model proposed proposedby by Phong Phong

Graphics Lab @ Korea University


Reflectance Model 

CGVR

Simple Analytic Model:    

Diffuse reflection + Specular reflection + Emission + “Ambient”

Based Basedon on model model proposed proposedby by Phong Phong

Graphics Lab @ Korea University


Diffuse Reflection 

CGVR

Assume Surface Reflects Equally in All Directions 

Examples: chalk, clay

Graphics Lab @ Korea University


Diffuse Reflection 

CGVR

How Much Light is Reflected?  

Depends on angle of incident light dL = dA cos Θ

Graphics Lab @ Korea University


Diffuse Reflection 

CGVR

Lambertian Model 

Cosine law (dot product)

I D = K D ( N ⋅ L) I L Graphics Lab @ Korea University


Reflectance Model 

CGVR

Simple Analytic Model:    

Diffuse reflection + Specular reflection + Emission + “Ambient”

Based Basedon on model model proposed proposedby by Phong Phong

Graphics Lab @ Korea University


Specular Reflection 

CGVR

Reflection is Strongest Near Mirror Angle 

Examples: mirrors, metals

Graphics Lab @ Korea University


Specular Reflection 

CGVR

How Much Light is Seen? 

Depends on angle of incident light and angle to viewer

Graphics Lab @ Korea University


Specular Reflection 

CGVR

Phong Model 

{cos(α)}n

IS = KS ( V ⋅ R ) IL n

Graphics Lab @ Korea University


Reflectance Model 

CGVR

Simple Analytic Model:    

Diffuse reflection + Specular reflection + Emission + “Ambient”

Based Basedon on model model proposed proposedby by Phong Phong

Graphics Lab @ Korea University


Emission 

CGVR

Represents Light Emitting Directly From Polygon Emission ≠ 0 Emission ≠ 0

Graphics Lab @ Korea University


Reflectance Model 

CGVR

Simple Analytic Model:    

Diffuse reflection + Specular reflection + Emission + “Ambient”

Based Basedon on model model proposed proposedby by Phong Phong

Graphics Lab @ Korea University


Ambient Term ď Ž

CGVR

Represents Reflection of All Indirect Illumination

This is a total hack (avoids complexity of global illumination)! Graphics Lab @ Korea University


Reflectance Model 

CGVR

Simple Analytic Model:    

Diffuse reflection + Specular reflection + Emission + “Ambient”

Graphics Lab @ Korea University


Reflectance Model 

CGVR

Simple Analytic Model:    

Diffuse reflection + Specular reflection + Emission + “Ambient”

Graphics Lab @ Korea University


Reflectance Model ď Ž

CGVR

Sum Diffuse, Specular, Emission, and Ambient

Graphics Lab @ Korea University


Surface Illumination Calculation 

CGVR

Single Light Source:

I = I E + K A I AL + K D ( N ⋅ L ) I L + K S ( V ⋅ R ) I L n

Graphics Lab @ Korea University


Surface Illumination Calculation 

CGVR

Multiple Light Sources:

I = I E + K A I AL + ∑i ( K D ( N ⋅ Li ) I i + K S ( V ⋅ R i ) I i ) n

Graphics Lab @ Korea University


Overview 

Direct Illumination  

CGVR

Emission at light sources Scattering at surfaces

Global Illumination   

Shadows Refractions Inter-object reflections Global Illumination

Graphics Lab @ Korea University


Global Illumination

CGVR

Graphics Lab @ Korea University


Shadows 

CGVR

Shadow Terms Tell Which Light Sources are Blocked 

Cast ray towards each light source Li

Si = 0 if ray is blocked, Si = 1 otherwise

Shadow Term

I = I E + K A I A + ∑L ( K D ( N ⋅ L ) + K S ( V ⋅ R ) ) S L I L n

Graphics Lab @ Korea University


Ray Casting 

CGVR

Trace Primary Rays from Camera 

Direct illumination from unblocked lights only

I = I E + K A I A + ∑L ( K D ( N ⋅ L ) + K S ( V ⋅ R ) ) S L I L n

Graphics Lab @ Korea University


Recursive Ray Tracing 

CGVR

Also Trace Secondary Rays from Hit Surfaces 

Global illumination from mirror reflection and transparency

I = I E + K A I A + ∑L ( K D ( N ⋅ L ) + K S ( V ⋅ R ) ) S L I L + K S I R + KT IT n

Graphics Lab @ Korea University


Mirror Reflection 

CGVR

Trace Secondary Ray in Direction of Mirror Reflection 

Evaluate radiance along secondary ray and include it into illumination model

Radiance for mirror reflection ray

I = I E + K A I A + ∑L ( K D ( N ⋅ L ) + K S ( V ⋅ R ) ) S L I L + K S I R + KT IT n

Graphics Lab @ Korea University


Transparency 

CGVR

Trace Secondary Ray in Direction of Refraction 

Evaluate radiance along secondary ray and include it into illumination model

Radiance for refraction ray

I = I E + K A I A + ∑L ( K D ( N ⋅ L ) + K S ( V ⋅ R ) ) S L I L + K S I R + KT IT n

Graphics Lab @ Korea University


Transparency 

CGVR

Transparency coefficient is fraction transmitted 

KT = 1 if object is translucent, KT = 0 if object is opaque

0 < KT < 1 if object is semi-translucent

Transparency Coefficient

I = I E + K A I A + ∑L ( K D ( N ⋅ L ) + K S ( V ⋅ R ) ) S L I L + K S I R + KT IT n

Graphics Lab @ Korea University


Refractive Transparency 

CGVR

For Thin Surfaces, Can Ignore Change in Direction 

Assume light travels straight through surface

T ≅ −L Graphics Lab @ Korea University


Refractive Transparency 

CGVR

For Solid Objects, Apply Snell’s Law: 

ηr sin Θr = ηi sin Θi

ηi ηi T = ( cos Θ i − cos Θ r ) N − L ηr ηr Graphics Lab @ Korea University


Summary 

Direct Illumination  

CGVR

Ray casting Usually use simple analytic approximations for light source emission and surface reflectance

Global illumination  

Recursive ray tracing Incorporate shadows, mirror reflections, and pure refractions

Graphics Lab @ Korea University


Illumination Terminology 

Radiant power [flux] (Φ) 

Rate at which light energy is transmitted (in Watts).

Radiant Intensity (I) 

Power radiated onto a unit solid angle in direction( in Watt/sr) 

Radiant intensity per unit projected surface area( in Watts/m 2sr) 

e.g.: light carried by a single ray (no inverse square law)

Irradianc (E) 

e.g.: energy distribution of a light source (inverse square law)

Radiance (L) 

CGVR

Incident flux density on a locally planar area (in Watts/m2 )

Radiosity (B) 

Exitant flux density from a locally planar area ( in Watts/m2 ) Graphics Lab @ Korea University


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