Professional Documents
Culture Documents
004shading 1 - Light Sources
004shading 1 - Light Sources
Image
Scene Determined by
Lighting/Shading
Lighting and Material Appearance
Inputfor realistic rendering
Geometry, Lighting and Materials
Material appearance
Intensity and shape of highlights
Glossiness
Color
Spatial variation, i.e., texture
Assume isotropic
Intensity as function of distance
1/r2 fall-off for isotropic point lights
An isotropic point light outputs constant
power per solid angle (“into all directions”) r2
r1
Must have same power in all
concentric spheres
Sphere’s surface area grows with r2 =>
energy obeys 1/r2
Incoming Irradiance
The amount of light energy received by a
surface
Power incident on a surface - Radiant flux
density n
depends on incoming angle θ
Bigger at normal incidence, even if
distance is const.
Similar to winter/summer difference l
How exactly?
Cos θ law
Dot product with normal x Surface
Incoming Irradiance for Point lights
Let’s combine this with the 1/r2 fall-off:
𝐿𝑖𝑛 = 𝐿𝑖 cos 𝜃 Τ𝑟 2
n
Lin is the irradiance (“intensity”) at θ
surface point x
Li is the “intensity” of the light
θ is the angle between light direction l l
and surface normal n
r is the distance between light and x.
x Surface
Directional Lights
“Pointlights that are infinitely far”
No falloff, just one direction and one
intensity
n l
𝐿𝑖𝑛 = 𝐿𝑖 cos 𝜃 θ
Lin is the irradiance at surface point x
from the directional light
Li is the “intensity” of the light
θ is the angle between light direction l
and surface normal n
Only depends on n, not x! x Surface
Spotlights
Point lights with non-uniform directional emission
Usually symmetric about a central
direction d, with angular falloff
Often two angles
“Hotspot” angle:
No attenuation within the central cone
“Falloff” angle: Light attenuates
from full intensity to zero intensity
between the hotspot and falloff d
angles
Plus your favorite distance falloff curve
Spotlight Geometry
(direction d)
hotspot angle
POVRAY documentation
Adapted from
Area lights
Usefulfor distribution ray tracing
e.g., soft shadows
Can be approximated by set of point lights
Same 1/r2 fall-off for intensity one shadow ray
(to random location)
𝐿𝑜 = ? 𝐿 𝑖 𝐿𝑖 Incoming
𝐿𝑜
direction
Outgoing
direction
Material Appearance
How it reflects light
How much given input light intensity is reflected
Shaded color:
𝐿𝑜 = ? 𝐿 𝑖
Material Appearance
How it reflects light
How much given input light intensity is reflected
Shaded color:
𝐿𝑜 = ? 𝐿 𝑖
Depends on
Where is the light source
Where is the camera
Material Appearance
How it reflects light
How much given input light intensity is reflected
Shaded color:
𝐿𝑜 = ? 𝐿 𝑖
Depends on
Where is the light source l
l v
Where is the camera v
Material Appearance
How it reflects light
How much given input light intensity is reflected
Shaded color:
𝐿𝑜 = ? 𝐿 𝑖
Depends on
Where is the light source l
l v
Where is the camera v
Need to model the relationship
between 𝐿𝑜 and 𝐿𝑖
Phong Illumination Model
Empirical model of the location illumination of
points on a surface
Bui Tuong Phong, 1975
Ideal Diffuse Reflectance
Assume surface reflects equally in all directions.
An ideal diffuse surface is, at the microscopic
level, a very rough surface.
Example: chalk, clay, some paints
Surface
Ideal Diffuse Reflectance
Ideal diffuse reflectors reflect light according to
Lambert’s cosine law
also called Lambertian reflectance
The reflected light varies with cosine even if
distance to light source is kept constant
n
θ r
Shaded color Surface normal Distance to source l
diffuse coefficient
(color)
Surface
Non-Ideal Reflectors
Real glossy materials usually deviate significantly
from ideal mirror reflectors
Highlight is blurry
They are not ideal diffuse surfaces either …
Non-ideal Reflectors
Simple Empirical Reasoning for Glossy Materials
Most of the reflected light to travel in the
direction of the ideal mirror ray.
Microscopic surface variations → 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.
The Phong Specular Model
How much light is reflected?
Depends on the angle between the ideal
reflection direction r and the viewer direction v.
n
r
θ θ l
Camera
v
Surface
The Phong Specular Model
Parameters
ks: specular reflection coefficient (overall scale)
q : specular reflection exponent n
r
θ θ l
Camera
v
Surface
The Phong Specular Model
Effect of q – the specular reflection exponent
small q
large q
Terminology – Specular Lobe
The specular reflection distribution
is usually called a “lobe”
For Phong, its shape is
Surface
Ambient Illumination
Represents the reflection
of all indirect illumination.
This is a total hack!
Avoids the complexity of
indirect (“global”)
illumination
The Complete Phong Model
Sum of three components:
ideal diffuse reflection +
specular reflection + Specular reflection
ambient
Ideal diffuse
reflection
Surface
Putting It All Together
Phong Illumination Model
Demo
https://threejs.org/docs/scenes/material-browser.html#MeshPhongMaterial