Lighting in 3D Modelling and Games

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Questions and Answers

What is the primary advantage of using radiosity in lighting design?

  • It eliminates the need for window placement.
  • It is not suitable for testing color bleeding effects.
  • It reproduces accurate lighting conditions in interior scenes. (correct)
  • It is faster than traditional ray-tracing methods.

What is the characteristic of diffuse surfaces in relation to observer position?

  • They mostly reflect light in a uniform direction.
  • They require precise observer positioning for light calculations.
  • They produce a strong highlight effect.
  • They are unaffected by the observer position in light calculations. (correct)

Which of the following statements is true about the Radiance model?

  • It does not consider surface irradiance properties.
  • It focuses on computing radiometric quantities. (correct)
  • It was developed by Greg Ward in 1990.
  • It's designed solely for outdoor scenes.

Which statement accurately describes how most material surfaces behave with respect to specularity and diffuseness?

<p>They reflect light in random, non-uniform directions. (A)</p> Signup and view all the answers

What is a key feature of the Lumen model used in Unreal Engine 5?

<p>It creates photorealistic scenarios in real-time. (C)</p> Signup and view all the answers

What creates the highlight effect on smoother materials?

<p>Localized specular light distribution. (B)</p> Signup and view all the answers

Which scenario is NOT typically tested using radiosity?

<p>Adjusting lighting in outdoor scenes. (C)</p> Signup and view all the answers

How does changing the viewer position affect light calculation in ray-tracing?

<p>It does not require recalculating light information. (C)</p> Signup and view all the answers

Which type of shading model considers only light rays that directly hit 3D surfaces?

<p>Local illumination models. (D)</p> Signup and view all the answers

How does the accuracy of a rendered 3D scene relate to the illumination model used?

<p>It is directly related to the chosen illumination model. (A)</p> Signup and view all the answers

What is a key characteristic of global illumination models?

<p>They account for light reflected from other objects in a scene. (A)</p> Signup and view all the answers

Which statement accurately describes constant shading?

<p>It shades entire polygons with a uniform color based on a single normal. (A)</p> Signup and view all the answers

What is a disadvantage of constant shading?

<p>It can result in noticeable transitions between polygons. (D)</p> Signup and view all the answers

In what situation might constant shading produce satisfactory results?

<p>When the light source is positioned at infinity. (C)</p> Signup and view all the answers

What is typically one of the main factors considered in shading models?

<p>The normal of a facet or polygon. (C)</p> Signup and view all the answers

What type of light source emits directional light rays from an area shape?

<p>Area light (D)</p> Signup and view all the answers

Which light type is primarily responsible for simulating indirect light that fills poorly illuminated areas?

<p>Ambient light (C)</p> Signup and view all the answers

What characteristic distinguishes a spotlight from other types of light sources?

<p>It provides direct light through a cone. (B)</p> Signup and view all the answers

How does light interact with objects when it reaches their surfaces?

<p>Light can be absorbed, reflected, or transmitted. (C)</p> Signup and view all the answers

Which type of reflection occurs off smooth surfaces, such as mirrors?

<p>Specular reflection (D)</p> Signup and view all the answers

What effect does the material property of an object's surface have on light?

<p>It determines the ratio of reflection to absorption. (B)</p> Signup and view all the answers

What is the main function of volume light in a scene?

<p>To provide beams of light in specific shapes. (C)</p> Signup and view all the answers

What type of light source can be described as having a defined 3D position and direction?

<p>Point light (A)</p> Signup and view all the answers

What is the primary function of illumination in computer visualization?

<p>To allow visibility of 3D models (B)</p> Signup and view all the answers

Which of the following does NOT describe a feature of illumination?

<p>Animation of objects (C)</p> Signup and view all the answers

How does the intensity of a light source typically behave in a 3D scene?

<p>It generally falls off through space (B)</p> Signup and view all the answers

What characterizes a directional light source?

<p>It is defined by a single vector expressing its direction (D)</p> Signup and view all the answers

Which type of light source is located inside the boundaries of the 3D scene?

<p>Point light (A)</p> Signup and view all the answers

What effect does the color of a light source have on a 3D scene?

<p>It greatly influences the overall aspect of the scene (C)</p> Signup and view all the answers

Which of the following statements about light sources is incorrect?

<p>Light sources have a fixed intensity regardless of geometry (D)</p> Signup and view all the answers

What is one of the main reasons simplified models of light are used in computer visualization?

<p>To decrease computational load (A)</p> Signup and view all the answers

What is the primary purpose of the ray tracing algorithm?

<p>To determine the path of light rays in a scene (D)</p> Signup and view all the answers

During the ray tracing process, what happens when a ray intersects an object?

<p>A new ray is traced towards the light source. (A)</p> Signup and view all the answers

In ray tracing, what is the role of reflection rays?

<p>To test against all objects for light information (D)</p> Signup and view all the answers

Which of the following statements about ray tracing is false?

<p>It is not affected by the viewer's position. (B)</p> Signup and view all the answers

What is a significant drawback of using ray tracing for rendering scenes?

<p>It is very computer demanding. (A)</p> Signup and view all the answers

How does refraction work in the ray tracing process?

<p>It emits a new ray to test for interaction with other objects. (A)</p> Signup and view all the answers

What does the level of recursion in ray tracing determine?

<p>The quality and realism of the scene (B)</p> Signup and view all the answers

What is the primary advantage of the radiosity technique in rendering?

<p>It computes detailed light energy transfer between surfaces. (B)</p> Signup and view all the answers

Which statement best describes the calculation process in radiosity?

<p>It splits the 3D model into patches for calculations. (C)</p> Signup and view all the answers

What phenomenon occurs when a ray hits an object and then another object is identified by a new ray?

<p>The first object is obscured by the second object. (A)</p> Signup and view all the answers

Flashcards

Illumination

The process of simulating how light interacts with objects in a 3D scene, creating realistic visual effects.

Light Source

A virtual object that emits light, impacting how other objects in the scene appear.

Light Source Intensity

The brightness or power of a light source. It can be strong or weak, affecting how brightly objects are lit.

Light Source Color

The color of the light emitted by a light source, influencing the overall hue of the scene.

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Light Source Geometry

The shape of the light source, influencing how light is spread and appears in the scene.

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Directional Light

A light source whose location is infinitely far away, casting parallel rays of light. Example: The sun.

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Point Light

A light source located within the boundaries of the 3D scene, spreading light in all directions.

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Spotlight

Emits light rays directly through a cone-shaped area. It's defined by its 3D position, direction vector, and cone softness.

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Area Light

Emits light rays from an area shape, like a rectangle or circle. It simulates a larger light source, like a ceiling lamp.

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Ambient Light

Simulates indirect light in a scene. It softly illuminates everything, like general ambient lighting.

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Material Properties

Determines how light interacts with surfaces, affecting how it's reflected, transmitted, or absorbed.

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Specular Reflection

The light that bounces off a smooth surface. It creates a sharp reflection, like what you see in a mirror.

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Diffuse Reflection

The light that bounces off a rough surface. It scatters light in many directions, creating softer reflections.

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Light Interaction with Surfaces

Light can be reflected, transmitted, or absorbed by a surface.

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Color Visibility

The amount of light absorbed, reflected, and transmitted determines the color we see.

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Local Illumination Model

A type of illumination model that considers only the direct light source affecting an object, ignoring indirect light from reflections or transmissions.

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Constant Shading

A shading method that assumes the entire polygon has the same color, using only its normal vector for lighting calculations.

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Global Illumination Model

A method of illumination that takes into account both direct and indirect light sources within a scene, creating a more realistic rendering.

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Faceted Appearance

The visible transition between polygons in a 3D model, appearing as sharp lines or facets.

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Polygon Normal

The direction perpendicular to a polygon's surface, used in shading calculations to determine how light interacts with it.

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Highlight

A concentrated area of reflected light on a surface. Commonly seen on glossy objects, where light reflects in a localized way. Think of a glossy surface with a bright point of light reflected on it.

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Local illumination

Lighting models that consider only the light rays that directly reach the surface. These models are computationally simple and ignore indirect lighting.

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Global illumination

Lighting models that take into account indirect lighting effects, such as reflections and refractions, by considering how light interacts with the entire scene. These models are computationally more intensive but create more realistic results.

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Ray Tracing

A rendering method that calculates light interactions from the viewer´s perspective. Ideal for dynamic scenes where the viewer's position changes frequently. It doesn´t require recalculating the entire scene for every change.

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Radiosity

A rendering method that simulates the way light bounces around in a scene to create realistic lighting. It's especially useful for detailed indoor spaces and can be used for things like window placement.

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Radiance

A physically-based rendering method that simulates the way light interacts with surfaces, accounting for both incoming (radiance) and outgoing (irradiance) light.

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Lumen

A ray-tracing technology that allows for creating realistic and dynamic scenes in real-time. Popular for game engine use.

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Color Bleeding

The bleeding of colors from one object to another due to light interaction. A common effect in real-world object interactions.

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Initial ray

A ray that originates from the observer's eye and travels toward a pixel on the screen.

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Shadow ray

A ray that is traced from an object that is hit by the initial ray, into the light sources to determine if there is an obstruction casting a shadow.

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Reflected ray

When the initial ray hits an object, a new ray is traced off the surface of the object at an angle and reflected toward another object.

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Refracted ray

When an initial ray hits a translucent object, a new ray is generated that passes through the object, refracting or bending.

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Recursive ray tracing

A recursive algorithm that produces very realistic images, especially with reflective surfaces, by repeatedly tracing light rays.

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Patch-based radiosity

A technique where the entire 3D model is divided into smaller pieces, and light interactions are calculated for each piece.

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Viewer independence

The advantage of radiosity is that it does not require recalculation if the viewer's position changes. This makes rendering faster and efficient.

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Study Notes

Lighting in 3D Modelling, Games, and Multimedia

  • Lighting is essential for computer visualization.
  • Without lighting, 3D models are not visible.
  • Physical light models are computationally intensive and simplified in computer graphics.
  • Advancements in computer technology have led to more realistic illumination models.

Illumination Description

  • Illumination is described by position (in some light geometries) and orientation.
  • Key features are:
    • Light source(s) present in the scene.
    • Material properties of the illuminated surfaces.

Light Source

  • A light source can be treated as another object in the scene.
  • Features to define a light source include:
    • Intensity: the strength of the light emitted.
    • Color: the color of the light emitted.
    • Geometry: the shape of the light source (e.g., directional, point, spotlight, area, volume).

Light Source - Geometry

  • Directional light: simulated at infinity, defined by a single vector that represents its direction (e.g., the sun).
  • Point light: located within the 3D scene, specified by its 3D position (e.g., a lamp).
  • Spotlight: produces direct light through a cone, defined by 3D position, direction and drop-off (e.g., a flashlight).
  • Area light: emits directional light rays from an area shape (e.g., a rectangle or circle, like a fluorescent ceiling light).
  • Volume light: similar to point light, but a specific shape and size (e.g., beams of light through an open window).
  • Ambient light: emits soft light rays in all directions; simulates indirect light (used to fill areas without direct light).

Specular vs Diffuse

  • Light reflection depends on object surface properties, light source, and direction.
  • Specular reflection: occurs from smooth surfaces (e.g., mirrors, calm water).
  • Diffuse reflection: occurs from rough surfaces (e.g., clothing, asphalt).
  • The observer position is irrelevant for diffuse reflection.

Highlight

  • Highlights are localized specular reflections on smooth materials.

Local vs Global Shading

  • Local illumination models only consider direct light.
  • Global illumination models consider both direct and indirect light (e.g., reflected or transmitted light).

Shading

  • The normal of a facet/polygon is a key factor in shading models.
  • Initial shading algorithms calculated the normal for every point on a surface.
  • This is computationally expensive, so methodologies were developed to optimize the process.

Constant Shading

  • Constant shading uses the same color for the entire polygon.
  • This method works well when the light source is infinitely far away and the observer is also far from the scene, but isn't suitable for curved surfaces or where lighting variations are needed.

Advantages and Disadvantages of Constant Shading

  • Advantages: Easy to implement, computationally inexpensive.
  • Disadvantages: Can produce unrealistic results in certain situations, e.g., noticeable edges between polygons creating a faceted appearance.

Interpolated Shading

  • Interpolated shading methods were developed to smooth the transitions between polygons in the shading effect (e.g., in curved surfaces).
  • The approach is to use information from adjacent polygons.

Gouraud Shading

  • Calculates vertex shading values by averaging normals of the vertices.
  • Interpolates initial values to determine shading intensities (colors) of the polygon facets.

Gouraud Shading: Advantages and Disadvantages

  • Advantages: Efficient and relatively easy to implement.
  • Disadvantages: Highlights will not appear within a polygon and highlights present in a vertex are scattered into a bigger area (unrealistic).

Phong Shading

  • Interpolates normals of vertices.
  • Calculates lighting based on the interpolated normals (more accurate than Gouraud method).

Phong Shading: Advantages and Disadvantages

  • Advantages: Good results with specular surfaces, display highlights within polygons, and produces more realistic results when showcasing highlights.
  • Disadvantages: Interpolated normals require normalization prior to shading calculations.

Global Illumination Models

  • Global illumination models consider indirect light (e.g., reflected or transmitted light) in addition to direct light.
  • This approach produces more realistic results in computer graphics.

Ray Tracing

  • A technique originating in lens making, where rays are traced to simulate how light interacts with objects in a scene.
  • Rays are cast from the viewer to object surfaces to determine the light path, enabling the computer to compute details like shadows and reflections.
  • This method allows for more realistic rendering.

Ray Tracing: Advantages and Disadvantages

  • Advantages: Produces good results in scenes with specular surfaces and well-lit environments.
  • Disadvantages: Computationally expensive making it slow, requires recalculation if the viewer or light source position changes.

Radiosity

  • A global illumination method based on thermal radiation between surfaces.
  • Calculates the amount of light energy transferred between surfaces based on the diffuse rays bouncing off objects.
  • Radiosity is useful in interior scenes and for simulating color bleeding.
  • Independent of viewer position, so viewer movements don't require recalculation.

Radiance

  • An illumination model developed to compute radiometric quantities more accurately.
  • Emphasizes the properties of incoming and outgoing light (radiance and irradiance).
  • Often used to create high-dynamic-range (HDR) photorealistic images.

Lumen

  • A new ray-tracing global illumination model that runs in real-time and creates realistic scenarios.
  • Specifically useful for dynamic scenarios using Unreal Engine 5.

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