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7.1si31_2001
SI31Advanced Computer
GraphicsAGR
SI31Advanced Computer
GraphicsAGR
Lecture 7Polygon Shading Techniques
7.2si31_2001
Reflection ModelsReflection Models
We have seen how the reflected intensity at a point may be calculated– either by the Phong model or the
physically-based Cook and Torrance model
A reminder of the Phong reflection model...
7.3si31_2001
Phong Reflection ModelPhong Reflection Model
lightsourceN
LR
Veye
surface
I() = Ka()Ia() + ( Kd()( L . N ) + Ks( R . V )n ) I*() / dist
In practice, we evaluate IRED, IGREEN, IBLUE for red, green, blue intensities:IRED= Ka
REDIaRED + ( Kd
RED( L . N ) + Ks( R . V )n ) I*RED/dist
Note: R.V calculation replaced by H.N for speed - H = (L+V)/2
dist = distance attenuation factor
7.4si31_2001
Phong Reflection ModelPhong Reflection Model
Remember calculation depends on:– surface normal at a point– light source intensity and position– material properties– viewer position
L.N and H.N constant if L, V taken to be far away
7.5si31_2001
Viewing PolygonsViewing Polygons
We have also seen how a 3D polygon can be projected to screen space via a sequence of transformations
This lecture looksat how we shade the polygon, usingour reflection model
7.6si31_2001
Constant (or Flat) ShadingConstant (or Flat) Shading
Calculate normal (how?)
Assume L.N and R.V constant (light & viewer at infinity)
Calculate IRED, IGREEN, IBLUE using Phong reflection model
Use scan line conversion to fill polygon
N
lightviewer
7.7si31_2001
2D Graphics - Filling a Polygon
2D Graphics - Filling a Polygon
Scan line methods used to fill 2D polygons with a constant colour– find ymin, ymax of
vertices– from ymin to ymax do:– find intersection with
polygon edges– fill in pixels between
intersections using specified colour
See: Hearn&Baker, Ch 3- or try applet at:www.computing.edu.au/ ~chinkw/FillPoly
7.8si31_2001
Polygonal ModelsPolygonal Models
Recall that we use polygonal models to approximate curved surfaces
Constant shading will emphasise this approximation becauseeach facet will be constant shaded, with sudden change fromfacet to facet
7.9si31_2001
Flat ShadingFlat Shading
7.10si31_2001
Gouraud ShadingGouraud Shading
Gouraud shading attempts to smooth out the shading across the polygon facets
Begin by calculating the normal at each vertex
N
7.11si31_2001
Gouraud ShadingGouraud Shading
A feasible way to do this is by averagingaveraging the normals from surrounding facets
Then apply the reflection model to calculate intensitiesintensities at each vertex
N
7.12si31_2001
Gouraud ShadingGouraud Shading
We use linear linear interpolation interpolation to calculate intensity at edge intersection P
IPRED = (1-IP1
RED + IP2
RED
where P divides P1P2 in the ratio
Similarly for Q
P4
P2
P1
P3
PQ
1-
7.13si31_2001
Gouraud ShadingGouraud Shading
Then we do further linear interpolation to calculate colour of pixels on scanline PQ
P2
P1
P3
PQ
7.14si31_2001
Gouraud ShadingGouraud Shading
7.15si31_2001
Gouraud Shading Limitations - Specular
Highlights
Gouraud Shading Limitations - Specular
Highlights
Gouraud shading gives intensities within a polygon which are a weighted average of the intensities at vertices– a specular highlight at a vertex
tends to be smoothed out over a larger area than it should cover
– a specular highlight in the middle of a polygon will never be shown
7.16si31_2001
Gouraud Shading Limitations - Mach Bands
Gouraud Shading Limitations - Mach Bands
The rate of change of pixel intensity is even across any polygon, but changes as boundaries are crossed
This ‘discontinuity’ is accentuated by the human visual system, so that we see either light or dark lines at the polygon edges - known as Mach bandingMach banding
7.17si31_2001
Phong ShadingPhong Shading
Phong shading has a similar first step, in that vertex normals are calculated - typically as average of normals of surrounding faces
N
7.18si31_2001
Phong ShadingPhong Shading
However rather than calculate intensity at vertices and then interpolate intensities as we do in Gouraud shading ...
In Phong shading we interpolate normals at each pixel ...
P4
P2
P1
P3
P Q
N2
N1
N
7.19si31_2001
Phong ShadingPhong Shading
... and apply the reflection model at each pixel to calculate the intensity - IRED, IGREEN, IBLUE
P4
P2
P1
P3
P Q
N2
N1
N
7.20si31_2001
Phong ShadingPhong Shading
7.21si31_2001
Phong versus Gouraud Shading
Phong versus Gouraud Shading
A major advantage of Phong shading over Gouraud is that specular highlights tend to be much more accurate– vertex highlight is much sharper– a highlight can occur within a polygon
Also Mach banding greatly reduced The cost is a substantial increase in
processing time because reflection model applied per pixel
But there are limitations to both Gouraud and Phong
7.22si31_2001
Gouraud versus PhongGouraud versus Phong
7.23si31_2001
Interpolated Shading Limitations - Perspective
Effects
Interpolated Shading Limitations - Perspective
Effects
Anomalies occur because interpolation is carried out in screen space, after the perspective transformation
Suppose P2 much more distant than P1. P is midway in screen space so gets 50 : 50 intensity (Gouraud) or normal (Phong)
... but in world coordinates it is much nearer P1 than P2
P4
P2
P1
P3
PQ
7.24si31_2001
Interpolated Shading Limitations - Averaging
Normals
Interpolated Shading Limitations - Averaging
Normals
Averaging the normals of adjacent faces usually works reasonably well
But beware corrugated surfaces where the averaging unduly smooths out the surface
7.25si31_2001
Wall LightsWall Lights
7.26si31_2001
Wall Lights with Fewer Polygons
Wall Lights with Fewer Polygons
7.27si31_2001
Final Note on NormalsFinal Note on Normals
If a sharp polygon boundary is required, we calculate two vertex normals for each side of the joint
NLEFT NRIGHT
7.28si31_2001
Simple Shading -Without Taking Account of
Normals
Simple Shading -Without Taking Account of
Normals
7.29si31_2001
Constant or Flat Shading -Each Polygon has Constant
Shade
Constant or Flat Shading -Each Polygon has Constant
Shade
7.30si31_2001
Gouraud ShadingGouraud Shading
7.31si31_2001
Phong ShadingPhong Shading
7.32si31_2001
Phong Shading with Curved Surfaces
Phong Shading with Curved Surfaces
7.33si31_2001
Better Illumination ModelBetter Illumination Model
7.34si31_2001
Further StudyFurther Study
Hearn and Baker, section 14-5 Watt, chapter 6 Think about the relative
computational costs of flat, Gouraud and Phong
7.35si31_2001
AcknowledgementsAcknowledgements
Thanks again to Alan Watt for the images
The following sequence is the famous Shutterbug from Foley et al