Lecture 0: Introduction & Orientation
Read the syllabus!
Review of OpenGL/Graphics
Rasterization
- Geometry comes down the pipeline
- Transformed to correct positions
- Each primitive is rasterized
- Determine lighting at vertices
- Linearly interpolate across the face
- Use z-buffer to resolve depth
Phong Reflection
A closer look at “step 1”: How do we determine the lighting?
We have reflection models, e.g. the Phong Reflection Model. These are a local approximation of the way light interacts with the face.
We have ambient + diffuse + specular.
Ambient light is a hack to add a small amount of global illumination to the scene (and only depends on material properties).
Diffuse is light reflected in all directions - only depends on the orientation of the face and the light source.
Specular light is reflected off the surface like a mirror - in a straight line.
Where is the “shininess”. The larger is, the smaller the spot light is. Strongest when .
Local Approximation
The consequence: only “local” light approximated. What is global light?
- Shadows
- Reflection & refraction
Not impossible, but usually hacky and limited.
So, let’s explore a completely different rendering alternative: ray tracing.
Ray Tracer
General overview of program:
- read in scene description
- compute lighting based on this scene description
- output pixels (e.g. an image) based on the lighting you compute
- Ray Tracing
- Create a photorealisitic 2D image from a 3D scene
- Determine visible surfaces in an image at the pixel level
- This is as opposed to the rasterization process which runs per-primitive and uses a z-buffer
- Disadvantage: Per-pixel is slower, lots of duplicated work
- Advantage: Shadows, reflections, etc. are easy to do (compared to rasterization)
- Create a photorealisitic 2D image from a 3D scene
Rasterization: process a bunch of data, use transforms to mimic 3D.
Ray tracing: closer to a simulation of how lights/cameras work.