illumination for computer generated pictures classical
play

Illumination for Computer Generated Pictures Classical Rendering - PDF document

Illumination for Computer Generated Pictures Classical Rendering Paper Summaries Bui Tuong Phong University of Utah Communications of the ACM, Vol. 18, No 6, 1975 Warnock Shading Newell, Newell, and Sancha Flat shading Flat


  1. Illumination for Computer Generated Pictures Classical Rendering Paper Summaries Bui Tuong Phong University of Utah Communications of the ACM, Vol. 18, No 6, 1975 Warnock Shading Newell, Newell, and Sancha • Flat shading • Flat shading of polygons • Decrease intensity with distance from • Transparency & light and object highlights due to reflected light • Highlights Gouraud Shading Gouraud Shading • Interpolation • Compute shading at – A to B each vertex – A to D • Interpolate – P to Q shading • = Bilinear Interpolation 1

  2. Problem with Phong Shading Gouraud Shading • Highlights across polygons Phong Shading Phong Shading • Interpolate Normals –N t = tN 1 + (1 - t)N 0 • Evaluate Shading for each pixel Lambert’s law Diffuse Shading I diffuse = k d I light cos θ n n L L θ e θ 2

  3. Specular Shading Phong Shading Add specular by looking at lights reflection, r I total = k a I ambient + Σ I i ( k d (N . L) + k s (V . R) n shiney ) Shiny surfaces, such as a i = 1 mirror n n L L r r θ θ e θ θ e σ σ Hand-tuned Phong shading Phong Shaded Spheres The Aliasing Problem in Computer Generated Shaded Images Frank Crow University of Texas at Austin Communications of the ACM, Vol. 20, No. 11, 1977 3

  4. Problems with rendering pixels: Problems with rendering pixels: Jaggies Loss of Detail Problems with rendering pixels: Problems with just rendering Disintegrating Texture pixels • 1) along edge of silhouette of object or crease in a surface – Jaggies • 2) very small objects – Can disappear between dots • 3) areas of complex detail Possible Solutions Solution • Increase Resolution • Super-sampling (more samples than pixels) – Sometimes impractical • Low-pass prefiltering (averaging of super- samples) • Blurring – Removes detail • Sample represents finite area, not infinitesimal spot 4

  5. Solution: Convolution Filter Nyquist Limit • Signal can be reproduced if the highest frequencey in the signal does not exceed one half the sampling frequency – called the Nyquist Limit – N sample >= 2* N analog • Failing to do so produces Aliasing Prefiltering Prefiltering Filtering Results 5

  6. Mip-Mapping Pyramidal Parametrics • MIP from Latin phrase – Multum in parvo – “many things in a small place” Lance Williams NYIT SIGGRAPH 1983 Mipmapping MipMapping Memory Requirements • Image pyramid • Half height and width • Compute d – Gives 2 images • Bilinear Interpolate in each image From Tomas Akenine-Moller 6

  7. Mipmapping Mipmapping • Interpolate between those bilinear values • Compute d – Trilinear interpolation • Over blur, approximating quad with square From Tomas Akenine-Moller From Tomas Akenine-Moller Results: The Rendering Equation James T. Kajiya CalTech SIGGRAPH 1986 7

  8. Ray Tracing Jell-O Brand Gelatin Paul S. Heckbert Pixar SIGGRAPH 1987 Credits • http://escience.anu.edu.au/lecture/cg/Revisal/AntiAliasing/alias2b.en.html#39 • Pixar shutterbug images: http://www.siggraph.org/education/materials/HyperGraph/shutbug.htm 8

Recommend


More recommend