Light and Color (Part 2 of 2)
CS-116A: Introduction to Computer Graphics
Instructor: Rob Bruce
Fall 2015

SLIDE 1: Texture map: chrome material

Computer graphic teapot rendered with chrome texture

Image source: http://img06.deviantart.net/ebe0/i/2011/315/0/d/a_chrome_teapot_by_paintingsheepblue-d4fu01v.jpg

  • Chrome texture applied to the Utah teapot.

SLIDE 2: Texture map: crystal material

Computer graphic teapot rendered with crystal texture

Image source: http://bronwyn.co.nz/wp-content/uploads/2010/12/utah-teapot-promo600px.jpg

  • Crystal texture applied to the Utah teapot.

SLIDE 3: Texture map: wood material

Computer graphic teapot rendered with wood texture

Image source: http://web-ignition.com/AAU/ANM101/M12/m12s19a.jpg

  • Wood texture applied to the Utah teapot.

SLIDE 4: Texture map: porcelain material

Computer graphic teapot rendered with porcelain texture

Image source: http://www.letsrender.it/uploads/2012/10/teapot-wallpaper.jpg

  • Porcelain texture applied to the Utah teapot.

SLIDE 5: Texture map: chrome material

Computer graphic teapot rendered with chrome texture in desert environment

Image source: http://www.omnigraphica.com/gallery/maingallery/original/Utah_teapot_1.png

  • Chrome texture applied to the Utah teapot.
  • Notice the ground is reflecting off the teapot.

SLIDE 6: Emissive Lighting

Two computer graphic spheres: one emits light while the other does not.

Image source: http://www.cs.utah.edu/~vpegorar/courses/cs6620/Assignment11/color.png

SLIDE 7: Emissive Lighting

Computer graphic transparent materials with emissive lighting

Image source: http://blenderartists.org/forum/attachment.php?attachmentid=190108&d=1343314951

SLIDE 8: Material opacity and refraction

Computer graphic transparent materials

Image source: http://blenderartists.org/forum/attachment.php?attachmentid=190107&d=1343314951

SLIDE 9: Refraction

Computer graphic image demonstrating refractive material properties.

Image source: http://cseweb.ucsd.edu/~ravir/refraction.jpg

SLIDE 10: Local vs. Global Illumination

  • Local Illumination:
    Light source reflected off surface with no further reflections.
    No subsequent reflections from one surface to another.
  • Global Illumination:
    Goal: to simulate and create realistic lighting.
    Ray tracing: one type of algorithm used in Global Illumination

SLIDE 11: Ray tracing example

Computer graphic image demonstrating global illumination through ray tracing.

Image source: https://upload.wikimedia.org/wikipedia/commons/thumb/e/ec/Glasses_800_edit.png/1280px-Glasses_800_edit.png

SLIDE 12: Bump map vs. Displacement map

  • Bump map
    In bump mapping we modify surface normals to affect light cast on the surface.
    Defined in an image file (a map)
  • Displacement map
    More realistic than bump map.
    Displacement maps are described programmatically using shaders.

SLIDE 13: Bump map

Application of a snakeskin bump-map texture to a computer graphic toroid.

Image sources:
http://www.paulsprojects.net/tutorials/simplebump/normal.jpg
http://www.paulsprojects.net/tutorials/simplebump/simplebump1.jpg
http://www.paulsprojects.net/tutorials/simplebump/simplebump2.jpg

SLIDE 14: Bump map

Application of an bump map texture to a sphere to create an orange (fruit) with bumpy surface.

Image source: https://upload.wikimedia.org/wikipedia/commons/0/0a/Bump-map-demo-full.png

SLIDE 15: Original (smooth) vs. Bump map vs. Displacement map

Computer graphic images of three spheres: one with no map (smooth), one with bump map, one with displacement map.

Image sources:
http://docs.chaosgroup.com/display/VRAY3MAX/Displacement+Mapping?preview=/10391435/10391459/TutDispMap_1.png
http://docs.chaosgroup.com/display/VRAY3MAX/Displacement+Mapping?preview=/10391435/10391458/TutDispMap_2.png
http://docs.chaosgroup.com/display/VRAY3MAX/Displacement+Mapping?preview=/10391435/10391457/TutDispMap_3.png

  • The bump map does not provide as much depth as displacement mapping.

SLIDE 16: Blender examples

Computer graphic rendering of a BMW automobile.

  • This scene was rendered on my laptop in Blender.

Robert Bruce

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Courses

Fall 2015, CS-116A:

Greensheet

Lectures

  • Light and Color (part 1 of 2)
  • Light and Color (part 2 of 2)
  • Introduction to OpenGL and GLUT
  • Dissection of OpenGL/GLUT programming examples in C
  • Dissection of OpenGL/GLUT programming examples in Java
  • Splines
  • Meshes: Vertices, Edges, and Faces
  • Camera and clipping plane
  • Linear transformations
  • Interactive program to adjust frustum, near, and far clipping planes
  • Metaballs and Blobbies
  • Graphics File Formats
  • Accelerated Graphics Hardware (GPU)
  • GLSL: OpenGL Shading Language (part 1 of 2)
  • GLSL: OpenGL Shading Language (part 2 of 2)
  • Squash, Stretch, and Bounce: The twelve principles of animation
  • Introduction to Blender
  • Character Rigging for animation
  • Algorithmic animation and modelling (part 1 of 2)
  • Algorithmic animation and modelling (part 2 of 2)
  • Introduction to Computer Vision
  • Introduction to WebGL

Assignments:


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