Shading refers to the depiction of
depth perception
Depth perception is the ability to perceive distance to objects in the world using the visual system and visual perception. It is a major factor in perceiving the world in three dimensions. Depth perception happens primarily due to stereopsi ...
in
3D models (within the field of
3D computer graphics) or
illustrations (in
visual art
The visual arts are art forms such as painting, drawing, printmaking, sculpture, ceramics, photography, video, filmmaking, design, crafts and architecture. Many artistic disciplines such as performing arts, conceptual art, and textile ar ...
) by varying the level of
darkness
Darkness, the direct opposite of lightness, is defined as a lack of illumination, an absence of visible light, or a surface that absorbs light, such as black or brown.
Human vision is unable to distinguish colors in conditions of very low ...
. Shading tries to approximate local behavior of
light
Light or visible light is electromagnetic radiation that can be perceived by the human eye. Visible light is usually defined as having wavelengths in the range of 400–700 nanometres (nm), corresponding to frequencies of 750–420 te ...
on the object's surface and is not to be confused with techniques of adding shadows, such as
shadow mapping or
shadow volumes, which fall under global behavior of light.
In drawing
Shading is used traditionally in
drawing
Drawing is a visual art that uses an instrument to mark paper or another two-dimensional surface. The instruments used to make a drawing are pencils, crayons, pens with inks, brushes with paints, or combinations of these, and in more mod ...
for depicting a range of darkness by applying media more densely or with a darker shade for darker areas, and less densely or with a lighter shade for lighter areas. Light patterns, such as objects having light and shaded areas, help when creating the illusion of depth on paper.
There are various techniques of shading, including
cross hatching, where perpendicular lines of varying closeness are drawn in a grid pattern to shade an area. The closer the lines are together, the darker the area appears. Likewise, the farther apart the lines are, the lighter the area appears.
Powder shading is a
sketching shading method. In this style,
stumping powder and paper
stumps are used to draw a picture. (This can be in color.) The stumping powder is smooth and doesn't have any shiny particles. The paper to be used should have small grains on it so that the powder remains on the paper.
In computer graphics
In
computer graphics
Computer graphics deals with generating images with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications. A great deal ...
, shading refers to the process of altering the color of an object/surface/polygon in the 3D scene, based on things like (but not limited to) the surface's angle to lights, its distance from lights, its angle to the camera and material properties (e.g.
bidirectional reflectance distribution function) to create a
photorealistic effect.
Shading is performed during the
rendering process by a program called a
shader
In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene - a process known as '' shading''. Shaders have evolved to perform a variety of spec ...
.
Surface angle to a light source
Shading alters the colors of faces in a 3D model based on the angle of the surface to a light source or light sources.
The first image below has the faces of the box rendered, but all in the same color. Edge lines have been rendered here as well which makes the image easier to see.
The second image is the same model rendered without edge lines. It is difficult to tell where one face of the box ends and the next begins.
The third image has shading enabled, which makes the image more realistic and makes it easier to see which face is which.
Types of lighting
When a shader computes the result color, it uses a
lighting model
Shading refers to the depiction of depth perception in 3D models (within the field of 3D computer graphics) or illustrations (in visual art) by varying the level of darkness. Shading tries to approximate local behavior of light on the object's ...
to determine the amount of light reflected at specific points on the surface. Different lighting models can be combined with different shading techniques — while lighting says how much light is reflected, shading determines how this information is used in order to compute the final result. It may for example compute lighting only at specific points and use
interpolation
In the mathematical field of numerical analysis, interpolation is a type of estimation, a method of constructing (finding) new data points based on the range of a discrete set of known data points.
In engineering and science, one often has ...
to fill in the rest. The shader may also decide about how many light sources to take into account etc.
Ambient lighting
An ambient light source represents an omni-directional, fixed-intensity and fixed-color light source that affects all objects in the scene equally (is omni-present). During rendering, all objects in the scene are brightened with the specified intensity and color. This type of light source is mainly used to provide the scene with a basic view of the different objects in it. This is the simplest type of lighting to implement, and models how light can be scattered or
reflected Reflection or reflexion may refer to:
Science and technology
* Reflection (physics), a common wave phenomenon
** Specular reflection, reflection from a smooth surface
*** Mirror image, a reflection in a mirror or in water
** Signal reflection, in ...
many times, thereby producing a uniform effect.
Ambient lighting can be combined with
ambient occlusion to represent how exposed each point of the scene is, affecting the amount of ambient light it can reflect. This produces diffused, non-directional lighting throughout the scene, casting no clear shadows, but with enclosed and sheltered areas darkened. The result is usually visually similar to an overcast day.
Point lighting
Light originates from a single
point and spreads outward in all directions.
Spotlighting
Models a
spotlight: light originates from a single point and spreads outward in a
cone.
Area lighting
Light originates from a small area on a single
plane. (A more realistic model than a point light source.)
Directional lighting
A directional light source illuminates all objects equally from a given
direction, like an area light of infinite size and infinite distance from the scene; there is shading, but cannot be any distance falloff. This is like the
sun.
Distance falloff
Theoretically, two surfaces which are
parallel are illuminated virtually the same amount from a ''distant'' unblocked light source such as the sun. The distance falloff effect produces images which have more shading and so would be realistic for proximal light sources.
The left image doesn't use distance falloff. Notice that the colors on the front faces of the two boxes are ''exactly'' the same. It may appear that there is a slight difference where the two faces directly overlap, but this is an
optical illusion caused by the vertical edge below where the two faces meet.
The right image does use distance falloff. Notice that the front face of the closer box is brighter than the front face of the back box. Also, the floor goes from light to dark as it gets farther away.
Calculation
Distance falloff can be calculated in a number of ways:
* ''Power of the distance'' – For a given point at a distance
x from the light source, the light intensity received is proportional to .
** ''None'' () – The light intensity received is the same regardless of the distance between the point and the light source.
** ''Linear'' () – For a given point at a distance
x from the light source, the light intensity received is proportional to .
** ''Quadratic'' () – This is how light intensity decreases in reality if the light has a free path (i.e. no
fog or any other thing in the air that can
absorb or
scatter the light). For a given point at a distance
x from the light source, the light intensity received is proportional to .
* Any number of other
mathematical functions may also be used.
Shading techniques
During shading a
surface normal
In geometry, a normal is an object such as a line, ray, or vector that is perpendicular to a given object. For example, the normal line to a plane curve at a given point is the (infinite) line perpendicular to the tangent line to the curve ...
is often needed for lighting computation. The normals can be precomputed and stored for each vertex of the model.
Flat shading
Here, the lighting is evaluated only once for each polygon (usually for the first vertex in the polygon, but sometimes for the
centroid
In mathematics and physics, the centroid, also known as geometric center or center of figure, of a plane figure or solid figure is the arithmetic mean position of all the points in the surface of the figure. The same definition extends to any ...
for triangle meshes), based on the polygon's surface normal and on the assumption that all polygons are flat. The computed color is used for the whole polygon, making the corners look sharp. This is usually used when more advanced shading techniques are too computationally expensive.
Specular highlights are rendered poorly with flat shading: If there happens to be a large specular component at the representative vertex, that brightness is drawn uniformly over the entire face. If a specular highlight doesn't fall on the representative point, it is missed entirely. Consequently, the specular reflection component is usually not included in flat shading computation.
Smooth shading
In contrast to flat shading where the colors change discontinuously at polygon borders, with smooth shading the color changes from pixel to pixel, resulting in a smooth color transition between two adjacent polygons. Usually, values are first calculated in the vertices and
bilinear interpolation is used to calculate the values of pixels between the vertices of the polygons. Types of smooth shading include
Gouraud shading and
Phong shading.
=Gouraud shading
=
# Determine the normal at each polygon vertex.
# Apply an
illumination model to each vertex to calculate the light intensity from the vertex normal.
# Interpolate the vertex intensities using
bilinear interpolation over the surface polygon.
Problems:
* Due to lighting being computed only at vertices, the inaccuracies (especially of specular highlights on large triangles) can become too apparent.
* T-junctions with adjoining polygons can sometimes result in visual anomalies. In general, T-junctions should be avoided.
=Phong shading
=
Phong shading is similar to Gouraud shading, except that instead of interpolating the light intensities the normals are interpolated between the vertices and the lighting is evaluated per-pixel. Thus, the specular highlights are computed much more precisely than in the Gouraud shading model.
# Compute a normal N for each vertex of the polygon.
# Using
bilinear interpolation compute a normal, N
i for each pixel. (Normal has to be renormalized each time.)
# Apply an
illumination model to each pixel to calculate the light intensity from N
i.
Deferred shading
Deferred shading is a shading technique by which computation of shading is deferred to later stage by rendering in two passes, potentially increasing performance by not discarding expensively shaded pixels. The first pass only captures surface parameters (such as depth, normals and material parameters), the second one performs the actual shading and computes the final colors.
=Other approaches
=
Both
Gouraud shading and
Phong shading can be implemented using
bilinear interpolation. Bishop and Weimer proposed to use a
Taylor series
In mathematics, the Taylor series or Taylor expansion of a function is an infinite sum of terms that are expressed in terms of the function's derivatives at a single point. For most common functions, the function and the sum of its Taylor se ...
expansion of the resulting expression from applying an
illumination model and bilinear interpolation of the normals. Hence, second-degree
polynomial interpolation
In numerical analysis, polynomial interpolation is the interpolation of a given data set by the polynomial of lowest possible degree that passes through the points of the dataset.
Given a set of data points (x_0,y_0), \ldots, (x_n,y_n), with n ...
was used. This type of biquadratic interpolation was further elaborated by Barrera et al., where one second-order polynomial was used to interpolate the diffuse light of the
Phong reflection model and another second-order polynomial was used for the specular light.
Spherical linear interpolation (
Slerp
In computer graphics, Slerp is shorthand for spherical linear interpolation, introduced by Ken Shoemake in the context of quaternion interpolation for the purpose of animation, animating 3D rotation. It refers to constant-speed motion along a unit ...
) was used by Kuij and Blake for computing both the normal over the polygon, as well as the vector in the direction to the light source. A similar approach was proposed by Hast, which uses
quaternion
In mathematics, the quaternion number system extends the complex numbers. Quaternions were first described by the Irish mathematician William Rowan Hamilton in 1843 and applied to mechanics in three-dimensional space. Hamilton defined a quat ...
interpolation of the normals with the advantage that the normal will always have unit length and the computationally heavy normalization is avoided.
Flat vs. smooth shading
Computer vision
In
computer vision
Computer vision is an Interdisciplinarity, interdisciplinary scientific field that deals with how computers can gain high-level understanding from digital images or videos. From the perspective of engineering, it seeks to understand and automate t ...
, some methods for
3D reconstruction
In computer vision and computer graphics, 3D reconstruction is the process of capturing the shape and appearance of real objects.
This process can be accomplished either by active or passive methods. If the model is allowed to change its shape i ...
are based on shading, or ''shape-from-shading''. Based on an image's shading, a three-dimensional model can be reconstructed from a single photograph.
[Horn, Berthold K.P.]
Shape from shading: A method for obtaining the shape of a smooth opaque object from one view
" (1970). ( PDF)
See also
*
Computer graphics lighting
*
Lambertian reflectance
*
List of art techniques
*
List of common shading algorithms
*
Shader
In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene - a process known as '' shading''. Shaders have evolved to perform a variety of spec ...
*
Zebra striping to visualize curvature
References
Further reading
Introduction to Shading.
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