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Study PortalCOMP3145Shading Illumination S…
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    COMP3145

    HCI & Computer Graphics

    Progress0 / 73 done
    Topics73
    1Input-output channels2Human memory3Thinking, Reasoning, Problem solving4Emotions and Individual differences5Psychology and design of interacting systems
    6Text entry devices7Positioning, Pointing, and drawing devices8Display devices9Devices for virtual reality and 3D interaction10Physical controls, Sensors and special devices11Paper printing and scanning12Memory, Processing and networks
    13Models of interaction14Frameworks and HCI15Ergonomics16Interaction styles17Elements of the WIMP interfaces18Interactivity and Context of interaction
    19Introduction20Paradigms for interaction
    21What is design22Process of design and User focus23Navigation design24Screen design and layout25Iteration and prototyping
    26Software life cycle27Usability engineering28Iterative design and prototyping29Design rationale30Design rules and Guidelines31Golden rules and heuristics32HCI patterns33Evaluation techniques and methods34Task analysis35Universal design36User support systems37Computer Supported Cooperative Work38Groupware systems39Implementation of synchronous groupware40Ubiquitous computing41History of Computer Graphics42Graphics architectures and software
    43Pinhole camera, Human vision, Synthetic camera44Modeling vs. rendering45OpenGL Architecture46Displaying simple two-dimensional geometric objects47Positioning systems and windowed environment48Color perception and models49RGB, CMY, HLS color models50Color transformations
    51RGB and indexed color
    52Network environment and client-server computing
    53event, sample and request input54Using callbacks and picking
    55translation, rotation, scaling, shear56Homogeneous coordinates and concatenation57Current transformation and matrix stacks
    58Classical viewing59Specifying views in 3D60Affine transformation in 3D61Projective transformations62Ray tracing
    63Illumination and surface modeling64Phong shading model65Polygon shading
    66Line drawing via Bresenham's algorithm67Clipping and polygonal fill68BitBlt operations69Hidden surface removal (z buffer)
    70Buffers71Reading and writing bitmaps and pixel maps72Texture mapping73Compositing
    4 min read
    Topic 63 of 73
    Topic Study Note Illustration
    63

    Shading: Illumination and surface modeling

    Shading is the process of determining the color and brightness of a surface in a 3D scene based on light interaction .

    1. Definition

    Shading is the process of determining the color and brightness of a surface in a 3D scene based on light interaction.

    It relies on two main components:

    1. Illumination (Lighting Model) – How light sources contribute to the color at a point on a surface.
    2. Surface Modeling – How the surface properties (like texture, reflectivity, and orientation) affect the way light is reflected.

    2. Illumination Models

    Illumination models define how light interacts with surfaces. They can be classified into:

    A. Local Illumination Models

    • Compute color at a point based only on direct light sources and surface properties.
    • Ignore reflections from other objects (no global effects).
    • Common models:

    i. Ambient Lighting

    • Uniform light everywhere; represents indirect scattered light.
    • No direction; prevents completely black areas.
    • Formula: Iambient=ka⋅IaI_{ambient} = k_a \cdot I_aIambient​=ka​⋅Ia​ Where kak_aka​ = ambient reflection coefficient, IaI_aIa​ = ambient light intensity.

    ii. Diffuse Reflection (Lambertian)

    • Light scattered equally in all directions from a rough surface.
    • Depends on the angle between surface normal NNN and light direction LLL.
    • Formula (Lambert’s Law): Idiffuse=kd⋅Il⋅max⁡(0,N⋅L)I_{diffuse} = k_d \cdot I_l \cdot \max(0, \mathbf{N} \cdot \mathbf{L})Idiffuse​=kd​⋅Il​⋅max(0,N⋅L) Where kdk_dkd​ = diffuse coefficient, IlI_lIl​ = light intensity.

    iii. Specular Reflection

    • Light reflected in a preferred direction (shiny surfaces).
    • Depends on view direction VVV, light direction LLL, and surface normal NNN.
    • Phong model formula: Ispecular=ks⋅Il⋅(max⁡(0,R⋅V))nI_{specular} = k_s \cdot I_l \cdot (\max(0, \mathbf{R} \cdot \mathbf{V}))^nIspecular​=ks​⋅Il​⋅(max(0,R⋅V))n Where ksk_sks​ = specular coefficient, nnn = shininess exponent, RRR = reflection vector.

    Total Local Illumination:

    I=Iambient+Idiffuse+IspecularI = I_{ambient} + I_{diffuse} + I_{specular}I=Iambient​+Idiffuse​+Ispecular​

    B. Global Illumination Models

    • Consider light bouncing off other objects (reflections, refractions, shadows, caustics).
    • Methods include ray tracing, radiosity, photon mapping.
    • Produce more realistic images, but computationally expensive.

    3. Surface Modeling

    Surface modeling defines how surfaces reflect light. Types:

    A. Surface Types

    1. Matte / Diffuse surfaces – scatter light equally; appear soft.
    2. Shiny / Specular surfaces – reflect light in preferred directions.
    3. Transparent / Refractive surfaces – allow light to pass through, bending it according to Snell’s law.

    B. Surface Representation

    • Normals are essential for shading; computed per:

      • Vertex (for smooth shading)
      • Face (for flat shading)
    • Texture mapping adds fine-grained details without increasing geometry.


    4. Shading Techniques

    A. Flat Shading

    • Compute one color per polygon using the face normal.
    • Quick, but produces faceted look.

    B. Gouraud Shading

    • Compute vertex colors using normals and interpolate across polygon.
    • Smooth appearance, but can miss small specular highlights.

    C. Phong Shading

    • Interpolate normals across the polygon and compute color per pixel.
    • Produces high-quality smooth highlights.

    5. Summary Table

    Aspect Description
    Shading Determining pixel color based on light and surface properties
    Illumination Ambient, Diffuse, Specular (Local); Ray tracing, Radiosity (Global)
    Surface Modeling Matte, Shiny, Transparent; uses normals and textures
    Techniques Flat, Gouraud, Phong shading

    Key Points:

    • Shading combines light sources, surface orientation, and material properties to create realistic visuals.
    • Phong model is widely used for per-pixel lighting in modern graphics.
    • Surface modeling is crucial for defining how light interacts with objects, affecting realism.
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    Ray tracing
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    Phong shading model

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