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SER332 Lecture 21

SER332 Lecture 21

Introduction to Graphics and Game Development
Materials
(201804)

Javier Gonzalez-Sanchez

April 10, 2018
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  1. jgs SER332 Introduction to Graphics and Game Development Lecture 21:

    Materials Javier Gonzalez-Sanchez [email protected] PERALTA 230U Office Hours: By appointment
  2. jgs Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 2

    Original Enabling Light What happened with colors?
  3. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 3 jgs

    Summary Ambient = 0 Diffuse = 1 Specular = 1 Light Position= z-axis Type=0 (sun) Normals Per Face Per Vertex Material Ambient Diffuse Specular Emissive
  4. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 4 jgs

    Material § Set material attributes: glMaterialf(v)( GLenum face, GLenum pname, TYPE param ); glMateriali(v)( GLenum face, GLenum pname, TYPE param ); a) face: GL_FRONT, GL_BACK, GL_FRONT_AND_BACK b) pname: GL_SHININESS (single value), GL_AMBIENT, GL_DIFFUSE, GL_SPECULAR, GL_EMISSION, GL_AMBIENT_AND_DIFFUSE § Example: GLfloat mat_diffuse[] = { 1.0, 1.0, 0.0, 0.0 }; glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); Peter Wonka
  5. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 5 jgs

    OpenGL Light Model Isurface = I emissive + Iambient + Idiffuse + I specular § Emissive § Ambient Light Reflection § Diffuse Reflection § Specular
  6. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 6 jgs

    Emissive § Iemissive = k emissive § I emissive : Emissive Intensity (RGB color vector) § k emissive : Material Emissive Component (RGB color vector) § Constant over a surface § Independent of viewing direction § Independent of light source § Material acts as light source
  7. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 7 jgs

    Emissive | Code GLfloat mat_emission[] = { 0.0, 0.0, 0.0, 1.0 }; glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission); § Four integer or floating-point values that specify the RGBA emitted light intensity of the material. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0 § Floating-point values are mapped directly. Neither integer nor floating-point values are clamped. § The initial emission intensity for both front- and back-facing materials is (0, 0, 0, 1)
  8. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 8 jgs

    // diamond A (emissive white) GLfloat mat_emission[] = { 1.0, 1.0, 1.0, 1.0 }; glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission); glPushMatrix(); glCallList(displayDiamond); glPopMatrix(); // diamond B (default value) GLfloat mat_emission2[] = { 0.0, 0.0, 0.0, 1.0 }; glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission2); glPushMatrix(); glTranslated(-250,0,0); glCallList(displayDiamond); glPopMatrix(); Emissive | Example
  9. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 9 jgs

    Ambient Light Reflection § Iambient = ka Sa + ka La § Sa : Scene Ambient Intensity § La : Ambient Light Intensity § ka : Material Ambient Reflection Coefficient § Constant over a surface § Independent of viewing direction § Ambient contribution comes from the complete scene and each individual light.
  10. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 10 jgs

    Ambient Light Reflection | Code GLfloat val[] = { 0.0, 0.0, 0.0, 1.0 }; glMaterialfv(GL_FRONT, GL_AMBIENT, val); § Four integer or floating-point values that specify the ambient RGBA reflectance of the material. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0 . Floating-point values are mapped directly. Neither integer nor floating-point values are clamped. § The initial ambient reflectance for both front- and back-facing materials is (0.2, 0.2, 0.2, 1.0)
  11. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 11 jgs

    Diffuse Reflection § Idiffuse = kd Ld cos(⍬) § Ld : Diffuse Light Intensity § Kd : Material Diffuse Reflection Coefficient § Lambert's cosine law: luminous intensity is directly proportional to the cosine of the angle θ between the direction of the incident light and the surface normal. § Angle of incidence 0 to 90 then surface is illuminated § Diffuse is 0 if light comes from backside
  12. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 12 jgs

    Diffuse Reflection § Idiffuse = kd Ld cos(⍬) § Ld : Diffuse Light Intensity § Kd : Material Diffuse Reflection Coefficient § Result for varying values of kd 0 0.2 0.4 0.6 0.8 1
  13. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 13 jgs

    Diffuse Reflection | Code GLfloat val[] = { 0.0, 0.0, 0.0, 1.0 }; glMaterialfv(GL_FRONT, GL_DIFFUSE, val); § Four integer or floating-point values that specify the diffuse RGBA reflectance of the material. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0 . Floating-point values are mapped directly. Neither integer nor floating-point values are clamped. § The initial diffuse reflectance for both front- and back-facing materials is (0.8, 0.8, 0.8, 1.0)
  14. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 14 jgs

    Ambient + Diffuse § I ambient = k a S a + k a L a § Idiffuse = kd Ld cos(⍬)
  15. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 15 jgs

    Specular § Ispecular = ks Ls coskshiny (Ø) = W(⍬) Ls coskshiny (Ø) § Ls : Light specular component § ks : Material specular reflection coefficient : depends on q then ks = W(⍬) – Fresnel’s laws of Reflection § Kshiny : Material specular reflection exponent § Specular area is lighter because the light source is reflected directly into the viewer's eye
  16. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 16 jgs

    Specular § Ispecular = ks Ls coskshiny (Ø) = W(⍬) Ls coskshiny (Ø) § Ls : Light specular component § ks : Material specular reflection coefficient : depends on q then ks = W(⍬) – Fresnel’s laws of Reflection § Kshiny : Material specular reflection exponent
  17. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 17 jgs

    Specular | Code GL_SPECULAR § Four integer or floating-point values that specify the specular RGBA reflectance of the material. Integer values are mapped linearly such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0 . Floating-point values are mapped directly. Neither integer nor floating-point values are clamped. § The initial specular reflectance for both front- and back-facing materials is (0, 0, 0, 1)
  18. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 18 jgs

    Specular § Ispecular = ks Ls coskshiny (Ø) = W(⍬) Ls coskshiny (Ø) § Ls : Light specular component § ks : Material specular reflection coefficient : depends on q then ks = W(⍬) – Fresnel’s laws of Reflection § Kshiny : Material specular reflection exponent: dull (low value) to shiny (high value) cos256(Ø) cos128(Ø) cos8(Ø) cos(Ø)
  19. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 19 jgs

    Specular | Code GL_SHININESS § A single integer or floating-point value. § Only values in the range 0 128 are accepted. § The initial specular exponent for both front- and back-facing materials is 0.
  20. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 20 jgs

    Specular § Ispecular = ks Ls coskshiny (Ø) = W(⍬) Ls coskshiny (Ø) § Ls : Light specular component § ks : Material specular reflection coefficient : depends on q then ks = W(⍬) – Fresnel’s laws of Reflection § Kshiny : Material specular reflection exponent
  21. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 21 jgs

    Ambient + Diffuse + Specular § Isurface = I emissive + Iambient + Idiffuse + I specular = kemissive + (ka Sa + ka La ) + (kd Ld cos(⍬)) + (ks Ls coskshiny (Ø) ) = kemissive + ka Sa + ∑ # #%&'()* (ka La + kd Ld cos(⍬) + ks Ls coskshiny (Ø) )
  22. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 22 jgs

    Material http://real3dtutorials.com/tut00008.php Peter Wonka 22
  23. Javier Gonzalez-Sanchez | SER332 | Spring 2018 | 23 jgs

    Example // emerald GLfloat mat_emission[] = { 0.0, 0.0, 0.0, 1.0 }; glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission); GLfloat mat_ambient[] = { 0.0215, 0.1745, 0.0215, 1.0 }; glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); GLfloat mat_diffuse[] = { 0.07568, 0.61424, 0.07568, 1.0 }; glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); GLfloat mat_specular[] = { 0.633, 0.727811, 0.633 }; glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialf(GL_FRONT, GL_SHININESS, 76.80); glPushMatrix(); glCallList(displayDiamond); glPopMatrix();
  24. jgs SER332 Introduction to Graphics Javier Gonzalez-Sanchez [email protected] Spring 2018

    Disclaimer. These slides can only be used as study material for the class SER332 at ASU. They cannot be distributed or used for another purpose.