11 - Lighting

ucla | CS 174A | 2024-03-18 22:08


Table of Contents

Types of lighting

  • ambient - instead of checking the physical scattering, we assume each object has ambient lighting directly behind it that gives us a silhoutte
  • diffuse - reveals shape of obj based on diffusivity of light across the surface of the object
  • specular - shine, shows specualr highlights of the light soruces

    Ambient Lighting

  • background light - estimates true scattering
  • does NOT depend on position/direction, object, or eye

    Diffuse Lighting

  • point source light
  • lambertian (diffuse) reflection for dull matte surfaces -> looks equally bright from all directions
  • reflect light equally in all directions
  • Lambert’s law: light intensity is prop to direction
  • N is the normal from/to the surface
  • L is the light vector (surface to light source)
  • $\theta$ is angle between N,L

    Specular Lighting

  • shiny surfaces
  • color of light matters (included in point light intensity) not color of object
  • depends on position of light, object and eye
  • R is the reflection vector from the surface
  • V is the view/eye/cam vector from the surface
  • $f_{att}$ is attenuation factor: see Final Lighting
  • $\phi$ is angle between R and V

Calculating R vector

\(\vec R=2(\vec N\cdot\vec L)\vec N\space-\space\vec L\)

Blinn-Phong: Replacing RV with Halfway Vector

  • halfway vector $\vec H$ is halfway b/w L and V = norm(L+V)
  • replace $(R\cdot V)^n$ with $(H\cdot N)^n$
  • s.t. \((H\cdot N)^n=\cos^n\Psi\quad :\quad \Psi=\phi/2\)

    Final Lighting

    \(I_\lambda=\bigg(k_{a\lambda}*I_{a\lambda}\bigg)*O_{d\lambda}\space+\space \bigg(f_{att}*k_{d\lambda}*I_{p\lambda}*(N\cdot L)\bigg)*O_{d\lambda}\space+\space\bigg(f_{att}*k_{s\lambda}*I_{d\lambda}*(R\cdot V)^n\bigg)\) where $\lambda\in{R,G,B}$

    Incident Angle

  • angle is angle bw norm to surface and light source
  • $\theta\lt 90$ => some light based on angle
  • $\theta=90$ => max light
  • $\theta > 90$ => self-occlusion, no light

    Directional light sources

  • if light is far enough away
  • L is the same (constant) for the entire scene for all objects
  • N is the same for the entire polygon
  • thus $N\cdot L$ is constant on the poly

    Attenuated Light source

  • diffuse light reflected off object
  • d is the distance of the light to the object

    Colored Light Sources

    OBJECT COLOR (not light color)

  • object’s diffuse color $O_{d\lambda}\in{O_{dR},O_{dG},O_{dB}}$
  • split into R,G,B components
  • thus final term => (ambient + diffuse term) * $O_{d\lambda}$

    Fog: Atmospheric Attenuation and Blending

    Misc Improvements

Global Illumination

  • based on physics light energy (radiosity)