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Kyoungju Park kjpark@cau.ac.kr http://graphics.cau.ac.kr Computer Graphics Kyoungju Park kjpark@cau.ac.kr http://graphics.cau.ac.kr.

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Presentation on theme: "Kyoungju Park kjpark@cau.ac.kr http://graphics.cau.ac.kr Computer Graphics Kyoungju Park kjpark@cau.ac.kr http://graphics.cau.ac.kr."— Presentation transcript:

1 Kyoungju Park kjpark@cau.ac.kr http://graphics.cau.ac.kr
Computer Graphics Kyoungju Park

2 Shading & Material Appearance

3 Material appearance Input for realistic rendering Materials appearance
Geometry, Lighting and Materials Materials appearance Color Texture Intensity and shape of highlights Glossiness In computer graphics, geometry, lighting and materials form the main inputs to a rendering system. Accurate representation of each of the three components is essential for producing a realistic image. While the field of geometry modeling has advanced significantly,the modeling and reproduction of accurate materials has remained a challenging problem both in research and in industry production. Informally, material apperaanece refer to properties such as color, texture, intensity and shape of highlights, glossiness, and so on. My thesis is focused on the measurement and modeling of real world materials. MIT EECS 6.837, Durand

4 Light Transpoart Shading Non-photorealistic rendering Ray tracing
Radiosity Texture mapping Non-photorealistic rendering Image-based Rendering

5 What are the patterns of light in this room?
Projector : 광원 창문으로 들어오는 빛 Screen 에 반사되는 blue light Board is shiny surface Screen is matte surface 책상 아래 Shadows

6 Shading: illumination
광원 emit light EM spectrum Position and direction 표면 reflect light Reflectance Geometry Absorption Transmission Illumination 은 광원과 표면의 상호작용에 의해 결정!

7 Surface Reflection Light 가 불투명한 표면을 만났을 때, 반사되는 빛이 우리가 보는 것임
몇몇은 흡수되고 나머지는 반사된다 반사되는 빛이 우리가 보는 것임 반사는 간단하지 않고 material 마다 틀림 표면의 구조가 세부적인 반사를 결정 변화에는 bright specular reflection(거울) 과 dull matte finish(chalk) 포함

8 Diffuse reflection 가장 간단한 reflector ( = Lambertian Reflection)
모델은 : matte surface 이상적인 diffuse reflector 들어오는 빛인 모든 방향으로 균등하게 퍼짐 보여지는 밝기는 보는 시선 방향과 상관없음 밝기는 단지 illumination 의 방향과 상관

9 Diffuse Illumination 동일한 구가 다른 lighting 각도에서 빛이 방산된다
표면이 광원과 멀리 떨어져 있을 때? Not realistic 해결책은? 여러 개의 광원 눈의 위치에 희미한 광원을 놓음 ^^ Ambient Light 차용

10 Specular Reflection 반짝이는 표면은 시선의 방향이 달라짐에 따라서 표면이 변함
Specularities(highlights) 는 view-dependent 부드러운 표면 예) 타일, 광택페인트, whiteboard 반짝이는 표면은, 들어오는 빛의 일부분의 일관된 반사로 야기 들어오는 광선이 한 방향으로 반사( narrow beam) 방향은 빛이 입사하는 방향과 표면의 노말로 결정 가 거의 0에 가까우면, 관찰자는 반사를 보게 됨

11 Non-ideal Reflectors Real materials tend to deviate significantly from ideal mirror reflectors. Highlight is blurry They are not ideal diffuse surfaces either … At this point we will introduce an empirical model that is consistent with our experience, at least to a crude approximation. In general, we expect most of the reflected light to travel in the direction of the ideal ray. However, because of microscopic surface variations we might expect some of the light to be reflected just slightly offset from the ideal reflected ray. As we move farther and farther, in the angular sense, from the reflected ray we expect to see less light reflected.

12 Phong Illumination Phong illumination model 은 Specular 의 정도를 근사치로 모델링

13 Phong Illumination 광원을 이동 파라미터 변환

14 광원의 종류 Ambient : 모든 방향에 동일한 광량 Directional: 광선이 같은 방향으로 나감
먼 거리의 광원에 좋음 예) 태양 Point: 한 점에서 나오는 광 Light bulb 를 근사

15 More Light Sources Spotlight Area Source

16 Some Examples

17 Anisotropic Materials
Brushed Aluminum Yellow Satin Purple Satin Red Velvet

18 Other materials

19 Processing Lighting


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