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Chapter 8

Illumination Models & Surface-Rendering Methods


Dr. Umair Ali Khan

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Illumination Models & Surface-
Rendering Methods
• Illumination model or a lighting model is
the model for calculating light intensity at a
single surface point.
• Surface rendering is a procedure for
applying a lighting model to obtain pixel
intensities for all the projected surface
positions in a scene.

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Surface rendering
• Surface rendering can be performed by applying the
illumination model to every visible surface point, or
the rendering can be accomplished by interpolating
intensities across the surface from a small set of
illumination-model calculations.
• Scan-line algorithms use interpolation schemes.
• Ray tracing algorithms invoke the illumination
model at each pixel position.
• Surface-rendering procedures are termed surface-
shading methods.
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Illumination models
Given the parameters:
• the optical properties of surfaces
(opaque/transparent, shiny/dull, surface-texture);
• the relative positions of the surfaces in a scene;
• the color and positions of the light sources;
• the position and orientation of the viewing plane.
Illumination models calculate the intensity projected
from a particular surface point in a specified
viewing direction.
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Light Sources
• When we view an opaque nonluminous object, we
see reflected light from the surfaces of the object.
• The total reflected light is the sum of the
contributions from light sources and other
reflecting surfaces in the scene.
• Light sources = light-emitting sources.
• Reflecting surfaces = light-reflecting sources.

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Light Sources
Light
Source

Reflecting
Surfaces

Fig. 1
Light viewed from an opaque surface is in general a combination of reflected light from a light source and reflections of light reflections from
other surfaces.
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Point Light Source
• The rays emitted from a point
light radially diverge from the
source.
• Approximation for sources Fig. 2
Diverging ray paths from a point light source.

that are small compared to


the size of objects in the scene.
• A point light source is a fair approximation to a
local light source such as a light bulb.
• The direction of the light to each point on a
surface changes when a point light source is used.
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Distributed Light Source
• A nearby source, such as
the long fluoresent light.
• All of the rays from a
directional/distributed
light source have the Fig. 3
An object illuminated with a distributed light source.

same direction, and no


point of origin.
• It is as if the light source was infinitely far away
from the surface that it is illuminating.
• Sunlight is an example of an infinite light source.
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Materials
• When light is incident on an opaque
surface, part of it is reflected and part is
absorbed.
• Shiny materials reflect more of the incident
light, and dull surface absorb more of the
incident light.
• For an illuminated transparent surface,
some of the incident light will be reflected
and some will be transmitted through the
material.
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Diffuse reflection
• Grainy surfaces scatter the reflected light in all
directions. This scattered light is called diffuse
reflection.
• The surface appears equally bright from all
viewing directions.
• What we call the color of an object is the color of
the diffuse reflection of the incident light.

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Specular reflection
• Light sources create highlights, bright spots,
called specular reflection. More
pronounced on shiny surfaces than on dull.

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Basic Illumination Models
Lighting calculations are based on:
• Optical properties of surfaces, such as
glossy, matte, opaque, and transparent. This
controls the amount of reflection and
absorption of incident light.
• The background lighting conditions.
• The light-source specifications. All light
sources are considered to be point sources,
specified with a coordinate position and
intensity value (color).
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Ambient Light
• Even though an object in a scene
is not directly lit it will still be
visible. This is because light is
reflected from nearby objects.
• Ambient light has no spatial or Fig. 6
Ambient light shading.

directional characteristics.
• The amount of ambient light incident on each object is a
constant for all surfaces and over all directions.
• The amount of ambient light that is reflected by an object
is independent of the objects position or orientation and
depends only on the optical properties of the surface.
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Ambient Light
• The level of ambient light in a scene is a parameter Ia
, and each surface illuminated with this constant
value.
• Illumination equation for ambient light is

I = kaIa
where
I is the resulting intensity 
Ia is the incident ambient light intensity
ka is the object’s basic intensity, ambient-
reflection coefficient.
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Ambient Light - Example

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Diffuse Reflection
• Diffuse reflections are constant over each surface in a
scene, independent of the viewing direction.
• The amount of the incident light that is diffusely
reflected can be set for each surface with parameter kd,
the diffuse-reflection coefficient, or diffuse
reflectivity.
0  kd  1;
kd near 1 – highly reflective surface;
kd near 0 – surface that absorbs most of the
incident light;
kd is a function of surface color; 16
Diffuse Reflection
Even though there is equal light scattering in all direction
from a surface, the brightness of the surface does depend
on the orientation of the surface relative to the light
source:

(a) (b)

Fig. 8
A surface perpendicular to the direction of the incident light (a) is more illuminated than an equal-
sized surface at an oblique angle (b) to the incoming light direction.

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Diffuse Reflection
• As the angle between the surface normal
and the incoming light direction increases,
less of the incident light falls on the surface.
• We denote the angle of incidence between
the incoming light direction and the surface
normal as . Thus, the amount of
illumination depends on cos. If the
incoming light from the source is
perpendicular to the surface at a particular
point, that point is fully illuminated.

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Diffuse Reflection
If Il is the intensity of the point N

Light source, then the diffuse To Light Source

L
reflection equation for a point 

on the surface can be written as


Il,diff = kdIlcos
Fig. 9
or Angle of incidence between the unit light-source
direction vector L and the unit surface normal N.

Il,diff = kdIl(N.L)
where
N is the unit normal vector to a surface and L is the
unit direction vector to the point light source from a
position on the surface.
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Diffuse Reflection
Figure 10 illustrates the illumination with
diffuse reflection, using various values of
parameter kd between 0 and1.

Fig. 10
Series of pictures of sphere illuminated by diffuse reflection model only using different kd values (0.4,
0.55, 0.7, 0.85,1.0).
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Diffuse Reflection
We can combine the ambient and point-source
intensity calculations to obtain an expression for the
total diffuse reflection.
 Idiff = kaIa+kdIl(N.L)
where both ka and kd depend on surface material
properties and are assigned values in the range from
0 to 1.

Fig. 11
Series of pictures of sphere illuminated by ambient and diffuse reflection model.
Ia = Il = 1.0, kd = 0.4 and ka values (0.0, 0.15, 0.30, 0.45, 0.60). 21
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Specular Reflection and the
Phong Model
• Specular reflection is the result of total, or near total,
reflection of the incident light in a concentrated region
around the specular-reflection angle.
• Shiny surfaces have a narrow specular-reflection range.
• Dull surfaces have a wider reflection range.

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Specular Reflection
Figure 13 shows the specular reflection
N
direction at a point on the To Light Source
illuminated surface. In this figure, L
R

• R represents the unit vector in  


V

the direction of specular reflection;
• L – unit vector directed toward the
Fig. 13
point light source; Modeling specular reflection.

• V – unit vector pointing to the viewer from the surface position;


• Angle  is the viewing angle relative to the specular-reflection
direction R.

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Phong Model

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Phong Model
Phong model is an empirical model for
calculating the
specular-reflection range:
• Sets the intensity of specular reflection
proportional to cosns;
• Angle  assigned values in the range 0o to 90o,
so that cos values from 0 to 1;
• Specular-reflection parameter ns is
determined by the type of surface,
• Specular-reflection coefficient ks equal to
some value in the range 0 to 1 for each
surface.
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Phong Model
• Very shiny surface is modeled with a large value for ns
(say, 100 or more);
• Small values are used for duller surfaces.
• For perfect reflector (perfect mirror), ns is infinite;
N N
R R

L L

Shiny Surface (Large ns) Dull Surface


(Small ns)
Fig. 14
Modeling specular reflection with parameter ns.
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Phong Model
cosns

Plots of cosns for several values of specular parameter ns. 28


Phong Model
Phong specular-reflection model:
Ispec = ksIl cosns
Since V and R are unit N

vectors in the viewing To Light Source

L
R

and specular-reflection  
 V

directions, we can
calculate the value of Fig. 13
Modeling specular reflection.

cosns with the dot


product V.R.
Ispec = ksIl (V.R)ns 29
Phong Model
L

R
L N.L

Calculation of vector R by considering projections onto the direction of the normal vector N.

R + L = (2N.L)N
R = (2N.L)N-L
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Phong Model
N H
R

L 

 V

Fig. 17
Halfway vector H along the bisector of the angle between L and V.

H = (L + V)/|(L + V)|

Ispec = ksIl (N.H)ns


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Example

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Combine Diffuse & Specular
Reflections
For a single point light source, we can model
the combined diffuse and specular reflections
from a point on an illuminated surface as

I = Idiff + Ispec

= kaIa + kdIl(N.L) + ksIl(N.H)ns


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Combine Diffuse & Specular Reflections
with Multiple Light Sources
If we place more than one point source in a
scene, we obtain the light reflection at any
surface point by summering the contributions
from the individual sources:
 
I = kaIa + ni=1 Ili [kd (N.Li) + ks(N.Hi)ns]

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Rendering

3D drawing without
rendering results 2D
image.

3D drawing with
rendering obtains depth
and perspective
impression.
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Polygon Rendering Methods
Illumination model can be applied at every projected
pixel. Very expensive.

Intensity can be calculated at few locations of the


surface and then approximated at other locations

Usually only surface approximation by polygons and scan-


line rendering are supported. Color intensities are
calculated at vertices and then interpolated for the rest
points.

may 2012 36
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The simplest is to use the color of polygon vertex or
centroid for the rest points. This is called flat surface
rendering.

Flat surface rendering provides accurate display if all


the following assumptions are satisfied:
•Displayed object is polyhedron.
•All light sources are sufficiently far from object
•Viewing position is sufficiently far

Problem: abrupt color change across edges.

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Gouraud Surface Rendering

Gouraud surface rendering, called also intensity-interpolation


surface rendering, provides smooth color transitions across
edges of polygon surfaces. It eliminates the intensity
discontinuities occurring in flat rendering.

• Determine the average unit vector at each polygon vertex.


• Apply illumination model at each vertex to obtain color
intensities at that position.
• Linearly interpolate intensities over projected areas.

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Flat Gouraud
rendering rendering

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Flat Gouraud
rendering rendering
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Flat rendering

Gouraud rendering

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N2
N1 N3

N4
V

The normal vector at the


vertex V is the average of n n
the polygon normal NV   N
k 1 k
| N
k 1 k
|
vectors sharing that
point.
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Phong Surface Rendering
Gouraud rendering may miss specular reflections and also
create anomalies of bright or dark bands in image.

Gouraud rendering Phong rendering


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Gouraud vs. Phong Surface Rendering

Write down a comparison….

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