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Lecture overview
9 9 9 9 9 What is light? Spectrum T i l cases Typical Metamers CG lights
Light
Light electromagnetic radiation between ~ 400 nm and ~ 700 nm
Light Sources
Light source can be characterized by its emission spectrum or spectral characteristic graph of intensity of emission at different wavelengths
Light Sources
9 the daylight emission spectrum 9 it can be measured
intensity [W]
400
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500
600
700
wavelength [nm]
Light Sources
9 Light g source 9 important special cases of light sources
intensity [W]
Light Sources
9 achromatic is usually perceived as white or gray
9 increasing/decreasing g g the intensity y of the achromatic light we get brighter/darker gray
intensity [W]
400
500
600
700
wavelength [nm]
monochromatic light
9 the only intensity is the d i dominant t wavelength l th or dominant d i tf frequency 9 examples are a laser beam, a sodium bulb
Metamers
9 Two lights with different spectra that are perceived as the same color are called metamers. metamers 9 Why? Wh ? 9 Convolution of the emission spectra over the eye light sensitivity for short, medium, and long cones gives the same numbers.
Ambient Light
9 Why not to use it?
9 does not depend on any angle 9 is a flattered fill of a color 9 the best is turn it OFF 9 but we do need the indirect illumination illumination 9 use fill lights, but dim them
Ambient Light
9 Maya 9 Attribute Ambient Shade=0 -> > behaves as ambient Ambient Shade=1 -> behaves as point
Spot Light
9 The most commonly used 9 Probably the most powerful light source 9 The Th b best t controlled t ll d li light ht 9 It is a point light that is aimed somewhere 9 It has its: g , cone, , penumbra p angle, g , etc. target,
Spot Light
9 Reflector 9 Point light with more parameters 9 Positioning
9 press object pick (T) to put and situate
Throw
9 Cookies and gobos 9 cookie cucoloris 9 gobo b go-between b t objects between lights and the occluder 9 Venetian blinds, fan on ceiling etc. y a model 9 Can be done by 9 Easier by a light map
Wikipedia
Throw
Directional Light
9 Depends only on an angle 9 Translation does not make any sense 9 Represents distant light sources 9 Point in infinity (vector) 9 All rays are parallel 9 Fast F t to t calculate l l t 9 Can project images
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Directional Light
Area Light
9 spherical light good when close to an object g distance ~ p point for large 9 flat area disc, rectangle g faster to calculate good for lamps, etc 9 linear light fluorescent tube
Area Light
9 Rectangular (in Maya) 9 The slowest to calculate 9 The Th only l that th t produces d soft ft shadows h d 9 Object pick (T) to put and situate
Area Light
9 The size does matter! 9 Th The bi bigger th the li light ht source, the more illuminated the scene
Area Light
Volume Light
9 In Maya 9 3D shape and the light direction (in (in, out out, etc etc.) ) 9 Everything inside the volume i illuminated is ill i t d
Volume Light
9 9 9 9 9
Light Linking
Also called selective lighting Maya Relationship Editor Li ht/Sh di -> Light Light/Shading Li ht linking li ki Defines which light shines on which object Can significantly increase p of rendering g speed
Light Linking
Light Linking
Shadows
9 one of the most important visual clues 9 help to establish spatial relationship
Shadows
9 can help to see alternate angles
Shadows
9 increase contrast of a scene 9 shadow color is important! intense color can be used to see what is actually lit 9 can help to divide the space
Shadows
9 Black shadow is not natural (always?)
Shadows
Shadows
9 Use fill light to brighten shadows
Shadows - algorithms
9 Shadow map
9 fast and usually ugly 9 problems with transparency
9 Raytraced shadows
9 excellent choice 9 slow 9 critical shadow rays higher ~ slower, better
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Shadow Geometry
Light source
Shadows - raytraced
9 Penumbra quality = f(shadow rays)
Occluder
Receiver
Penumbra Umbra
Penumbra
Ambient Occlusion
9 important and neat effect that darkens wrinkled parts 9 done by hemicube or hemispherical sampling
Ambient Occlusion
9 Can be achieved by Global Illumination
Ambient Occlusion
9 is calculated without a light source 9 very soft shadows 9 very nice i 9 details later in Global Illumination
www.RadonLabs.de
Bedrich Benes, bbenes@purdue.edu Bedrich Benes, bbenes@purdue.edu
Qualities of light
Soft/Hard Intensity C l Color Throw Animation
Soft/Hard Light
9 Means in fact fact, soft/hard shadow 9 Soft shadows can be simulated by more light sources
9 fasters, easier 9 each h li light ht will ill h have 1/ 1/n-th th i intensity t it
Soft/Hard Light
9 Hard light sunlight, close light bulb space scenes scenes, inhospitable environments 9S Soft ft li lights ht warm environments di t distance li lights ht
Rules of thumb
9 9 9 9 9 9 Isolate one light to see its influence Start with small intensities Li hti i Lighting is li linear! ! (th (thanx G G-d!) d!) Use flipbook to see the influences Area lights at the end Area lights may not be necessary in animations 9 9 9 9 9 9 9
Readings
- Andrew Glassner, Principles p of Digital g Image g Synthesis y - Donald Hearn, M.Pauline Baker. Computer Graphics, 2nd edition, Prentice Hall 1994 - F.S.Hill, F S Hill Computer Graphics, Prentice Hall 1990, pages 564-> - Watt, Watt, 2nd edition, Ad Advanced dA Animation i ti and dR Rendering d i T Techniques h i - Cohen, Wallace, Radiosity y and Realistic Image Synthesis y