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CS 354 Lighting Mark Kilgard University of Texas February 28, 2012
Today’s material ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
My Office Hours ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Last time, this time ,[object Object],[object Object],[object Object],[object Object],[object Object]
Daily Quiz ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
What makes an apple red? specular diffuse ambient Child’s view: “an apple is red” Image synthesis view: “ light, surface, and material interact to reflect light perceived as color, modeled via simplifying assumptions”
Complex Realistic Lighting iray OptiX
Why lighting? ,[object Object],[object Object],[object Object],[object Object],[object Object],Teapots rendered with different material parameters
Light Scatters ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Global Lighting Effects translucent surface shadow multiple reflection Common interactive graphics rendering assumption:  only model local lighting effects
Rendering Equation ,[object Object]
Rendering Equation Parts ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Rendering Equation Integral ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Bidirectional Reflectance Distribution Function ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],L  = radiance E  = irradiance
Cosine Weighting for Irradiance  ,[object Object],[object Object],[object Object]
Measuring BRDFs Empirically ,[object Object]
Rendering Equation Interpretation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],outgoing light “sums up” all incoming light for  all  surfaces
Light Sources ,[object Object],[object Object],[object Object],[object Object],[object Object]
Area Light Source Modeled as Many Points 12 point light sources model an area light
Light Attenuation ,[object Object],[object Object],Steradian  (st) is measure of solid angle
Simple Light Source Types ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Directional light  operates as if at infinity Rays are essentially parallel—sun would be such a light
Surface Types ,[object Object],[object Object],[object Object],Smooth reflective surface Rough diffuse surface
Emissive Light ,[object Object],[object Object],[object Object]
Types of Reflected Light ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Phong lighting Lambertian lighting Blinn lighting
Mirror:  Law of Reflection Angle of incidence = angle of reflection Planar reflectance Spherical reflectance
Lambert’s Law, or Diffuse Illumination Surface normal points out from surface Light source
Micro-facet Specular ,[object Object],[object Object]
Shininess ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Combining Lighting Contributions ,[object Object],[object Object],[object Object],Ambient Diffuse Specular Result
Summing Multiple Lights ,[object Object],[object Object],[object Object],[object Object],Blinn  Phong
Multiple Animated Lights
Surface Normal ,[object Object]
Example: Normals for a Sphere ,[object Object],Problem:   What  happens at the poles? When  θ  is +90 or -90 degrees
Transforming Normals ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Flattening sphere bends normals up
Frequency of Lighting Computations ,[object Object],[object Object],Specular highlight “wobbles” under animation Specular highlight has stable structure
Fixed-function OpenGL Per-vertex Lighting ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
OpenGL Light Parameters ,[object Object],Scalar float Scalar float Scalar float Angle in degrees Non-negative scalar exponent Direction vector, 3 floats Homogeneous position, 4 floats RGBA, 4 floats RGBA, 4 floats RGBA, 4 floats Type 0 Inverse quadratic attenuation GL_QUADRATIC_ATTENUATION 0 Inverse linear attenuation GL_LINEAR_ATTENUATION 1 Light attenuation inverse constant GL_CONSTANT_ATTENUATION 180, uniform distribution Angle of spot light cut off GL_SPOT_CUTOFF 0 Spot light exponential fall-off GL_SPOT_EXPONENT (0,0,-1) Spot light direction GL_SPOT_DIRECTION (0,0,1,0), +Z axis direction Light location GL_POSITION (1,1,1,1) for light 0, (0,0,0,1) for other lights Specular light color GL_SPECULAR (1,1,1,1) for light 0, (0,0,0,1) for other lights Diffuse light color GL_DIFFUSE (0,0,0,1) Ambient light color GL_AMBIENT Initial Value Meaning Token Name
OpenGL Material Parameters ,[object Object],[object Object],[object Object],Scalar float RGBA, 4 floats RGBA, 4 floats RGBA, 4 floats RGBA, 4 floats Type 0 Specular exponent of material GL_SHININESS (0, 0, 0, 1) Emissive material color GL_EMISSION (0, 0, 0, 1) Specular material color GL_SPECULAR (0.8, 0.8, 0.8, 1) Diffuse material color GL_DIFFUSE (0.2, 0.2, 0.2, 1) Ambient material color GL_AMBIENT Initial Value Meaning Token Name
OpenGL Fixed-function Lighting Equation emissive global ambient for each light source surface result color per-light ambient diffuse  specular  diffuse squashes specular
OpenGL Lighting Equation Terms half-angle distance attenuation spotlight attenuation infinite viewer assumption local viewer assumption inverse square fall-off
Displacement and Bump Mapping ,[object Object],[object Object],[object Object]
Normal Mapping ,[object Object],[object Object],[object Object], + diffuse decal specular =
Combination of Normal Map Lighting + Texturing   ) + ( ( ) = Diffuse Gloss Specular Decal Final result!
Environment Mapping as Omni-directional Lighting Access texture by surface reflection vector
Other Fancy Lighting Effects Caustic patterns Light is “focused” as it refracts through interfaces Diffraction Small slits act as a diffraction grating, separating wavelengths
Subsurface Scattering ,[object Object],[object Object]
Paths of Scattered Photons ,[object Object]
Accurate Skin Needs to Model Subsurface Scattering Skin with subsurface scattering Looks natural Without Looks lifeless Credit: Stephen Stahlberg
Take Away Information ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Next Lecture ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Credits and Appreciation ,[object Object],[object Object],[object Object],[object Object],[object Object]

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CS 354 Lighting

  • 1. CS 354 Lighting Mark Kilgard University of Texas February 28, 2012
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  • 6. What makes an apple red? specular diffuse ambient Child’s view: “an apple is red” Image synthesis view: “ light, surface, and material interact to reflect light perceived as color, modeled via simplifying assumptions”
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  • 10. Global Lighting Effects translucent surface shadow multiple reflection Common interactive graphics rendering assumption: only model local lighting effects
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  • 19. Area Light Source Modeled as Many Points 12 point light sources model an area light
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  • 25. Mirror: Law of Reflection Angle of incidence = angle of reflection Planar reflectance Spherical reflectance
  • 26. Lambert’s Law, or Diffuse Illumination Surface normal points out from surface Light source
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  • 39. OpenGL Fixed-function Lighting Equation emissive global ambient for each light source surface result color per-light ambient diffuse specular diffuse squashes specular
  • 40. OpenGL Lighting Equation Terms half-angle distance attenuation spotlight attenuation infinite viewer assumption local viewer assumption inverse square fall-off
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  • 43. Combination of Normal Map Lighting + Texturing   ) + ( ( ) = Diffuse Gloss Specular Decal Final result!
  • 44. Environment Mapping as Omni-directional Lighting Access texture by surface reflection vector
  • 45. Other Fancy Lighting Effects Caustic patterns Light is “focused” as it refracts through interfaces Diffraction Small slits act as a diffraction grating, separating wavelengths
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  • 48. Accurate Skin Needs to Model Subsurface Scattering Skin with subsurface scattering Looks natural Without Looks lifeless Credit: Stephen Stahlberg
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