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    <title>Lights On</title>
    <para>It is always best to start simply. And since lighting is a big topic, we will begin with
        the simplest possible scenario.</para>
    <section>
        <title>Modelling Lights</title>
        <para>Lighting is complicated. Very complicated. The interaction between a surface and a
            light is mostly well understood in terms of the physics. But actually doing the
            computations for full light/surface interaction as it is currently understood is
            prohibitively expensive.</para>
        <para>As such, all lighting in any real-time application is some form of approximation of
            the real world. How accurate that approximation is generally determines how close to
                <glossterm>photorealism</glossterm> one gets. Photorealism is the ability to render
            a scene that is indistinguishable from a photograph of reality.</para>
        <note>
            <title>Non-Photorealistic Rendering</title>
            <para>There are lighting models that do not attempt to model reality. These are, as a
                group, called non-photorealistic rendering (<acronym>NPR</acronym>) techniques.
                These lighting models and rendering techniques can attempt to model cartoon styles
                (typically called <quote>cel shading</quote>), paintbrush effects, pencil-sketch, or
                other similar things. NPR techniques including lighting models, but they also do
                other, non-lighting things, like drawing object silhouettes in an dark, ink
                color.</para>
            <para>Developing good NPR techniques is at least as difficult as developing good
                photorealistic lighting models. For the most part, in this book, we will focus on
                approximating photorealism.</para>
        </note>
        <para>A <glossterm>lighting model</glossterm> is an algorithm, a mathematical function, that
            determines how a surface interacts with light.</para>
        <para>In the real world, our eyes see by detecting light that hits them. The structure of
            our iris and lenses use a number of photorecepters (light-sensitive cells) to resolve a
            pair of images. The light we see can have one of two sources. A light emitting object
            like the sun or a lamp can emit light that is directly captured by our eyes. Or a
            surface can reflect light from another source that is captured by our eyes.</para>
        <para>The interaction between a light and a surface is the most important part of a lighting
            model. It is also the most difficult to get right. The way light interacts with atoms on
            a surface alone involves complicated quantum mechanics to understand. And even that does
            not get into the fact that surfaces are not perfectly smooth or perfectly opaque.</para>
        <para>This is made more complicated by the fact that light itself is not one thing. There is
            no such thing as <quote>white light.</quote> Virtually all light is made up of a number
            of different wavelengths. Each wavelength (in the visible spectrum) represents a color.
            The rainbow effect of light scattering, easily seen in a prism, breaks white light into
            its constituents.</para>
        <!--TODO: Show a prism defraction of light.-->
        <note>
            <para>Developing a lighting model that can actually diffract white light into this
                pattern is very, <emphasis>very</emphasis> difficult. We won't even come close to
                such a thing in this book.</para>
        </note>
        <para>Colored light simply has fewer wavelengths in it than pure white light. Surfaces
            interact with light of different wavelengths in different ways. As a simplification of
            this complex interaction, a surface can do one of two things: absorb that wavelength of
            light or reflect it.</para>
        <para>A surface looks blue under white light because the surface absorbs all non-blue parts
            of the light and only reflects the blue parts. If one were to shine a red light on the
            surface, the surface would appear very dark, as the surface absorbs non-blue light, and
            the red light doesn't have much non-blue light in it.</para>
        <para>Therefore, the apparent color of a surface is a combination of the absorbing
            characteristics of the surface (which wavelengths are absorbed or reflected) and the
            wavelengths of light shone upon that surface.</para>
        <para>The very first approximation that is made is that not all of these wavelengths matter.
            Instead of tracking millions of wavelengths in the visible spectrum, we will instead
            track 3. Red, green, and blue.</para>
        <para>So, we know that the RGB color of the light from a surface is a combination of
            absorbing characteristics of the surface and the color and intensity of the light. We
            can describe both the light color and the absorbing characteristics of the surface as
            RGB colors.</para>
        <para>But the intensity of light reflected from a surface depends on more than just the
            color and intensity of the light emitted from the light and the surface color. It also
            depends on the angle between the light and the surface.</para>
        <para>Consider a perfectly flat surface. If you shine a column of light with a known
            intensity directly onto that surface, the intensity of that light at each point under
            the surface will be a known value, based on the intensity of the light divided by the
            area projected on the surface.</para>
        <!--TODO: Show a column of light shining directly onto the surface.-->
        <para>If the light is shone instead at an angle, the area on the surface is much wider. This
            spreads the light intensity over a larger area of the surface, so each point under the
            light sees the light less intensely.</para>
        <!--TODO: Show a column of light shining at an angle to the surface.-->
        <para>Therefore, the intensity of the light on a surface is a function of the original
            light's intensity and the angle between the surface and the light source. This angle is
            called the <glossterm>angle of incidence</glossterm> of the light.</para>
        <para>A lighting model is a function of all of these parameters. Complex lighting models can
            add additional parameters.</para>
        <section>
            <title>Standard Diffuse Lighting</title>
            <para>The most common lighting model in use is <glossterm>diffuse lighting</glossterm>.
                It is simple, quick to compute, and gives decent results for the kinds of materials
                it approximates. Unfortunately, it only approximates dull plastics; rendering
                anything else correctly requires actual work.</para>
            <para>The diffuse lighting model makes the approximation that the intensity of the
                reflected light depends <emphasis>only</emphasis> on the angle of incidence and the
                intensity of the source light. In particular, this means that, for a particular
                point on the surface, is reflected in all directions equally. So the view angle, the
                angle between the surface and the camera, is irrelevant to diffuse lighting.</para>
            <para>The equation for diffuse lighting is quite simple:</para>
            <!--TODO: Diffuse lighting equation. Reflected Color = Surface Color * light Intensity * cos(angle of incidence).-->
        </section>
        <section>
            <title>Surface Geometry</title>
            <para>Now that we know what we need to compute, the question becomes how to compute it.
                Specifically, this means how to compute the angle of incidence for the light, but it
                also means where to perform the lighting computations.</para>
            <para>Since our mesh geometry is made of triangles, each individual triangle is flat.
                Therefore, much like the plane above, each triangle faces a single direction. This
                direction is called the <glossterm>surface normal</glossterm> or
                    <glossterm>normal.</glossterm> It is the direction that the surface is facing at
                the location of interest.</para>
            <para>Every point along a triangle has the same geometric surface normal. That's all
                well and good.</para>
            <para>But polygonal models are supposed to be approximations of real, curved surfaces.
                If we use the actual triangle's surface normal for all of the points on a triangle,
                the object would look very faceted. This would certainly be an accurate
                representation of the actual triangular mesh, but it reveals the surface to be
                exactly what it is: a triangular mesh approximation of a curved surface. If we want
                to create the illusion that the surface really is curved, we need to do something
                else.</para>
            <para>Instead of using the triangle's normal, we can assign to each vertex the normal
                that it <emphasis>would</emphasis> have on the surface it is approximating. That is,
                while the mesh is an approximating, the normal for a vertex is the actual normal for
                that surface. This actually works out surprisingly well.</para>
            <para>This means that we must add to the vertex's information. In past tutorials, we
                have had a position and sometimes a color. To that information, we add a normal. So
                we will need a vertex attribute that represents the normal.</para>
        </section>
        <section>
            <title>Gouraud Shading</title>
            <para>So each vertex has a normal. That is useful, but it is not sufficient, for one
                simple reason. We don't draw the vertices of triangles; we draw the rasterized form
                that makes up the interior of a triangle.</para>
            <para>There are several ways to go about computing lighting across the surface of a
                triangle. The simplest to code, and most efficient for rendering, is to perform the
                lighting computations at every vertex, and then let the result of this computation
                be interpolated across the surface of the triangle. This process is called
                    <glossterm>Gouraud shading.</glossterm></para>
            <para>Gouraud shading is a pretty decent approximation, when using the diffuse lighting
                model. It usually looks OK, and was commonly used for a good decade or so.
                Interpolation of vertex outputs is a very fast process, and not having to compute
                lighting at every fragment generated from the triangle raises the performance
                substantially.</para>
            <para>That being said, modern games have essentially abandoned this technique. Part of
                that is because the per-fragment computation isn't as limited as it used to be. And
                part of it is simply that games tend to not use simple diffuse lighting
                anymore.</para>
        </section>
        <section>
            <title>Directional Light Source</title>
            <para>The angle of incidence is the angle between the surface normal and the direction
                towards the light. Computing the direction from the point in question to the light
                can be done in a couple of ways.</para>
            <para>If you have a light source that is very close to an object, then the direction
                towards the light can change dramatically over the surface of that object. As the
                light source is moved farther and farther away, the direction towards the light
                varies less and less over the surface of the object.</para>
            <!--TODO: Show a picture of a light source close to an object, and the direction twoards the light. The show a more distant light source,
and the directions towards the light.-->
            <para>If the light source is sufficiently distant, relative to the size of the scene
                being rendered, then the direction towards the light is the same for every object
                you render. Since the direction is the same for all objects, the direction can
                simply be a single direction given to all of the objects. There is no need to
                compute the direction based on the position of the point being illuminated.</para>
            <para>This situation is called a <glossterm>directional light source.</glossterm> Light
                from such a source effectively comes from a particular direction as a wall of
                intensity, evenly distributed over the scene.</para>
            <!--TODO: Show a diagram of directional light source lighting a scene in 2D.-->
            <para>Direction light sources are a good model for lights like the sun relative to a
                small region of the Earth. It would not be a good model for the sun relative to the
                rest of the solar system. So scale is important.</para>
            <para>Alternatives to directional lights will be discussed a bit later.</para>
        </section>
    </section>
    <section>
        <title>Normal Transformation</title>
        <para/>
    </section>
    <section>
        <title>Interreflection</title>
        <para/>
    </section>
    <section>
        <title>Positional Lights</title>
        <para/>
    </section>
    <section>
        <title>Intensity of Light</title>
        <para/>
    </section>
    <section>
        <title>In Review</title>
        <para/>
        <section>
            <title>Further Study</title>
            <para/>
        </section>
    </section>
    <section>
        <title>Glossary</title>
        <glosslist>
            <glossentry>
                <glossterm>photorealism</glossterm>
                <glossdef>
                    <para/>
                </glossdef>
            </glossentry>
            <glossentry>
                <glossterm>lighting model</glossterm>
                <glossdef>
                    <para/>
                </glossdef>
            </glossentry>
            <glossentry>
                <glossterm>angle of incidence</glossterm>
                <glossdef>
                    <para/>
                </glossdef>
            </glossentry>
            <glossentry>
                <glossterm>diffuse lighting</glossterm>
                <glossdef>
                    <para/>
                </glossdef>
            </glossentry>
            <glossentry>
                <glossterm>surface normal, normal</glossterm>
                <glossdef>
                    <para/>
                </glossdef>
            </glossentry>
            <glossentry>
                <glossterm>Gouraud shading</glossterm>
                <glossdef>
                    <para/>
                </glossdef>
            </glossentry>
            <glossentry>
                <glossterm>directional light source</glossterm>
                <glossdef>
                    <para/>
                </glossdef>
            </glossentry>
        </glosslist>
    </section>
</article>