Lecture 5 - Illumination and Shading

Lecture 5 - Illumination and Shading - Interactive Computer...

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Interactive Computer Graphics: Lecture 5 The Graphics Pipeline: Illumination and Shading Some slides adopted from F. Durand and B. Cutler, MIT D. Schmalstieg, M. Steinberger TU-Graz
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Graphics Lecture 4: Slide 2 The Graphics Pipeline Modelling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display Output: 2D image for framebuffer display Input: - geometric model - illumination model - camera model - viewport
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Graphics Lecture 4: Slide 3 Modelling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display The Graphics Pipeline 3D models are defined in their own coordinate system Modeling transformations orient the models within a common coordinate frame (world coordinates)
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Graphics Lecture 4: Slide 4 Modelling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display The Graphics Pipeline Vertices are lit (shaded) according to material properties, surface properties and light sources Uses a local lighting model
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Graphics Lecture 4: Slide 5 Modelling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display The Graphics Pipeline Maps world space to eye (camera) space Viewing position is transformed to origin and viewing direction is oriented along some axis (typically z)
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Graphics Lecture 4: Slide 6 Modelling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display The Graphics Pipeline Transforms to Normalized Device Coordinates Portions of the scene outside the viewing volume (view frustum) are removed (clipped) Eye space NDC
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Graphics Lecture 4: Slide 7 Modelling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display The Graphics Pipeline The objects are projected to the 2D imaging plane (screen space) NDC Screen Space
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Graphics Lecture 4: Slide 8 Modelling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display The Graphics Pipeline Rasterizes objects into pixels Interpolate values inside objects (color, depth, etc.)
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Graphics Lecture 4: Slide 9 The Graphics Pipeline Modelling Transformations Illumination (Shading) Viewing Transformation (Perspective / Orthographic) Clipping Projection (to Screen Space) Scan Conversion (Rasterization) Visibility / Display Handles occlusions Determines which objects are closest and therefore visible
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Graphics Lecture 4: Slide 10 The Physics of shading
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  • Spring '14
  • Phong shading, 3D computer graphics, graphics accelerator, John Hable

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