Pencahayaan (Lighting) -...
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Komputer Grafik 2 (AK045206)
Pencahayaan (Lighting)
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Outline
• Pengenalang
• Pengenalan Pencahayaan
• Sumber-sumber Cahaya : Ambient, langsung, titik, dll
• Hukum Cosinus Lambert/ difusi
• Model Phong• Model Phong
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IntroductionIntroduction
• Typical three-step yp pdevelopment process1.Understand the real system –
how does light work (Physics)how does light work (Physics)
2.Determine what matters to us –what can we sense (Psyc)
3 E i t th t i3.Engineer a system that remains true to the portion of reality we can appreciate
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S l i th Li hti P blSolving the Lighting Problem
– We somewhat understand the perception of light (color)perception of light (color)
– We engineered a solution to representing and generating
l i tcolor using computers
– We need to understand the interplay of light and objects
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Optical Illusion
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Li htiLighting
• Remember we know how to• Remember, we know how to rasterize– Given a 3-D triangle and a 3-D
viewpoint, we know which pixels represent the triangle
• But what color should thoseBut what color should those pixels be?
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Lighting• If we’re attempting to create a p g
realistic image, we need to simulate the lighting of the surfaces in the scenesurfaces in the scene– Fundamentally simulation of
physics and optics
– As you’ll see, we use a lot of approximations (a.k.a perceptually based hacks) to do this simulation fast enough
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Definitions
• Illumination: the transport of energy from light sources to surfaces & points– Note: includes direct and indirect
illumination
Images by Henrik Wann Jensen
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Definitions
• Lighting: the process of computing the luminous intensity (i.e., outgoing light) at a particular 3-D point, usually p p , yon a surface
• Shading: the process of i i l t i lassigning colors to pixels
(why the distinction?)
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Definitions
• Illumination models fall into two categories:– Empirical: simple formulations that
approximate observed phenomenon
– Physically based: models based on the actual physics of light interacting with matter
W tl i i l d l i• We mostly use empirical models in interactive graphics for simplicity
• Increasingly, realistic graphics are using physically based models
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C f Ill i iComponents of Illumination
• Two components of illumination: light d f tisources and surface properties
• Light sources (or emitters)– Spectrum of emittance (i.e., color of the
light)g )– Geometric attributes
• Position• Direction• Shape
– Directional attenuation– Polarization
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Components of Illumination
• Surface propertiesp p– Reflectance spectrum (i.e., color of
the surface)
– Subsurface reflectance
– Geometric attributes• Position
• Orientation
• Micro-structure
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Simplifications for Interactive Graphics
– Only direct illumination from emitters to surfaces
– Simplify geometry of emitters to trivial cases
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A bi t Li ht SAmbient Light Sources
• Objects not directly lit are typically still i iblvisible– e.g., the ceiling in this room, undersides of
desks
• This is the result of indirect illumination from emitters, bouncing off intermediate surfaces
• Too expensive to calculate (in real time), so we use a hack called an ambient light source– No spatial or directional characteristics;
illuminates all surfaces equally– Amount reflected depends on surface
properties
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p p
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Ambient Light Sources
• For each sampled wavelength p g(R, G, B), the ambient light reflected from a surface depends ondepends on– The surface properties, kambient
– The intensity, Iambient, of the ambient light source (constant for all points on all surfaces )
• Ireflected = kambient Iambientreflected ambient ambient
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Ambient Light Sources
• A scene lit only with an yambient light source:
Light PositionNot ImportantNot Important
i i iViewer PositionNot Important
Surface AngleNot Important
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Di i l Li h SDirectional Light Sources
• For a directional light source we make simplifying assumptions– Direction is constant for all surfaces in
the scene
– All rays of light from the source are parallel
• As if the source were infinitely far away from the surfaces in the scenefrom the surfaces in the scene
• A good approximation to sunlight
• The direction from a surface to the light source is important in lighting the surface
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the surface
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Directional Light SourcesDirectional Light Sources
• The same scene lit with a directional and an ambient light source
Light PositionNot Important
Surface AngleImportant
Viewer PositionNot Important
Important
p
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Point Light Sources
• A point light source emits light p g gequally in all directions from a single point
Th di ti t th li ht f• The direction to the light from a point on a surface thus differs for different points:– So we need to calculate a
normalized vector to the light source for every point we light:y p g
p
l
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p
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P i t Li ht SPoint Light Sources
• Using an ambient and a point g plight source:
Light PositionLight PositionImportant
Viewer PositionImportant
Surface AngleImportant
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Oth Li ht SOther Light Sources
• Spotlights are point sources p g pwhose intensity falls off directionally.
Requires color point– Requires color, pointdirection, falloffparameters
S t d b O GL– Supported by OpenGL
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Other Light Sources
• Area light sources define a 2-D gemissive surface (usually a
disc or polygon)Good example: fluorescent light– Good example: fluorescent light
panels
– Capable of generating soft h d ( h ? )shadows (why? )
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L b t’ C i LLambert’s Cosine Law
• Ideal diffuse surfaces reflect according to Lambert’s cosine law:
The energy reflected by a small portion of a surface from a light source in a given direction is proportional to the cosine of the angleis proportional to the cosine of the angle between that direction and the surface normal
• These are often called Lambertian surfacessurfaces
• Note that the reflected intensity is independent of the viewing direction but does depend on thedirection, but does depend on the surface orientation with regard to the light source
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L b t’ LLambert’s Law
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C ti Diff R fl tiComputing Diffuse Reflection
• The angle between the surface l d th i i li ht inormal and the incoming light is
the angle of incidence:nl
• Idiffuse = kd Ilight cos • In practice we use vector
ith tiarithmetic:
• Idiffuse = kd Ilight (n • l)
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Diff Li hti E lDiffuse Lighting Examples
• We need only consider angles y gfrom 0° to 90° (Why?)
• A Lambertian sphere seen at l diff t li htiseveral different lighting
angles:
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Ph Li htiPhong Lighting
• The most common lighting model g gin computer graphics was suggested by Phong:
shinynIkI
• The nshiny term is a purely
shinynlightsspecular IkI cos
shiny p yempirical constant that varies the rate of falloff
• Though this model has no
vThough this model has no physical basis, it works (sort of) in practice
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Ph Li hti Th TPhong Lighting: The nshiny Term
• This diagram shows how the Phong reflectance term drops off with divergence of the viewing angle from the ideal reflected ray:
Vi i l fl t d l
• What does this term control, visually?
Viewing angle – reflected angle
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y
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Calculating Phong LightingCalculating Phong Lighting
• The cos term of Phong lighting can be computed using vector arithmetic:
shinynl hl rvIkI
– V is the unit vector towards the viewer
– R is the ideal reflectance direction
shinylightsspecular rvIkI
R is the ideal reflectance direction
• An aside: we can efficiently l l t ?
vcalculate r?
lnlnr 2
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Calculating The R Vector
• This is illustrated below:
lnlnr 2
nlnlr 2
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Phong Examples
• These spheres illustrate the pPhong model as l and nshiny are varied:
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Th Ph Li hti M d lThe Phong Lighting Model
• Let’s combine ambient, diffuse, and specular components:
lights
nisidiambientatotal
shinyrvklnkIIkI#
• Commonly called Phong lighting
i
isidiambientatotal vklnkk1
– Note: once per light
– Note: once per color component
– Do ka, kd, and ks vary with color t?component?
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Phong Lighting: Intensity Plots
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R f iReferensi• 1: , 4:GraphicsSlides09.pdf , 5: , 8: ,
GlobalIllumination.ppt, localIllumination.ppt , 9:Lecture14
• Buku Teks : 1. F.S.Hill, Jr., COMPUTER GRAPHICS – Using Open GL, Second
Edition, Prentice Hall, 20012. Foley, van Dam, Feiner, Hughes, and Philips, Introduction to
Computer Graphics, Addison Wesley, 2000
• Lecture Notes / Slide-Presentation / Referensi lain yang diperoleh melalui internet :
3. Andries van Dam, Introduction to Computer Graphics, Slide-Presentation, Brown University, 2003, (folder : brownUni)
4. _______________, Interactive Computer Graphic, Slide-Presentation, (folder : Lect_IC_AC_UK)
5 ---------------------Michael McCool CS 488/688 :Introduction to5. Michael McCool, CS 488/688 :Introduction to Computer Graphics, Lecture Notes, University of Waterloo, 2003 (lecturenotes.pdf)
6. _______________, Computer Science 559, Slide-Presentation, Wisconsin University,(folder : Lect_Wisc_EDU)
7. http://graphics.lcs.mit.edu/classses/6.837/F98/Lecture4/Slide23.html , Slide-Presentation, MIT, (folder : MIT_CourseNote)
8 CS 319 : Advance Topic in Computer8. _______________, CS 319 : Advance Topic in Computer Graphics, Slide-Presentation, (folder : uiuc_cs)
9. _______________, CS 445/645 : Introduction to Computer Graphics, Slide-Presentation, (folder :COMP_GRAFIK)
10. Gladimir V.G. Baranoski, CS 488 : Introduction to Computer Graphics , Waterloo University
11. Prof. Peter Panfilov , http://cse yeditepe edu tr/~osertel/courses/CSE484/index html
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http://cse.yeditepe.edu.tr/~osertel/courses/CSE484/index.html12. http://www.cl.cam.ac.uk/Teaching/1998/AGraphics/l3a.html