Lect 12
Lect 12
Inf4/MSc
Computer Graphics
C R G C R B G
B
C=R+G+B C+R=G+B
L = ∫ L (λ ) ⋅ E (λ )
M = ∫ M (λ ) ⋅ E (λ )
S = ∫ S (λ ) ⋅ E (λ )
• Luminance
L* = Y 1/3
Primary Y intentionally
has same response as
luminance response of
the eye.
The weights X, Y, Z
form the 3D CIE XYZ
space (see next slide).
Chromaticity Diagram.
CIE Colour Coordinates Often convenient to work
X 2.77 1.75 1.13 Rλ in 2D colour space, so 3D
Y = 1.00 4.59 0.06 G
λ colour space projected onto
Z 0.00 0.57 5.59 Bλ the plane X+Y+Z=1 to
X yield the chromaticity
x= diagram.
X +Y + Z
Normalise by the total
Y The projection is shown
y= amount of light energy.
X +Y + Z opposite and the diagram
Z appears on the next slide.
z=
X +Y + Z
Colour Cube.
R = (1-C) (1-K) W
G = (1-M) (1-K) W
B = (1-Y) (1-K) W
K = G(1-max(R,G,B))
C = 1 - R/(1-K)
M = 1 - G/(1-K)
Y = 1 - B/(1-K)
Radiometry : Radiance.
Radiometry is the science of light energy measurement
W
L( x , w ) 2
m .sr
Properties:
1. Fundamental quantity
2. Stays constant along a ray
3. Response of a sensor proportional to radiance
E= ∫ L cosθ dω
2Π
i i i
W
E( x) 2
m
tion: The radiosity (luminosity) is the power per unit area leaving a sur
E = Es cosθ s
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Φ
E= cosθ s
4Π r 2
2. Bidirectional
reflectance
distribution function
(BRDF) defines
outgoing radiance for a
given incoming
irradiance –
characteristic property
Lr ( x, ω r ) = ∫f
2Π
x ( x, ω i → ω r ) Li ( x,of
ω i surface.
) cosθ i dω i
Ambient Reflection.
• Simplest illumination model.
• There is assumed to be global ambient
illumination in the scene, Ia
• Amount of ambient light reflected from a
surface defined by ambient reflection
coefficient, ka.
• Ambient term is I = Ia.ka
• No physical basis whatsoever !
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θi θ R = 2 N cosθ − L
r
θr= θi
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θ I = I p k d ( N .L )
dA dA
cosθ
Specular reflection.
• Can be observed on a shiny surface, e.g nice red
apple lit with white light.
• Observe highlights on surface.
• Highlight appears as the colour of the light, rather
than of the surface.
• Highlight appears in the direction of ideal
reflection. Now view direction important.
• Materials such as waxy apples, shiny plastics have
transparent reflective surface.
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I λ = I a k a + I p [k d cosθ + k s cos n α ]
L N
N′ R
Material Selection.
Ambient 0.52 Ambient 0.39
Diffuse 0.00 Diffuse 0.46
Specular 0.82 Specular 0.82
Shininess 0.10 Shininess 0.75
Summary of Lighting.