I am trying to implement blinn-phong shading in numpy for educational purposes. However I am stuck at debugging what parameters are doing for several days now.
My general idea was the following. Since the equation was given for a channel. I apply the model to each color channel to get the relative pixel intensities in the channel, then regroup the channels back togather to have all the image.
My lambertian coefficiant does not seem to take into account the light position changes, but it does change the pixel intensity but other parameters have almost no effect on the output. Any help would be appreciated. Here are the relative bits of the code (full code is here for anyone interested):
def normalize_1d_array(arr):
"Normalize 1d array"
assert arr.ndim == 1
result = None
if np.linalg.norm(arr) == 0:
result = arr
else:
result = arr / np.linalg.norm(arr)
return result
def normalize_3col_array(arr):
"Normalize 3 column array"
assert arr.shape[1] == 3
assert arr.ndim == 2
normal = np.copy(arr)
normal[:, 0] = normalize_1d_array(normal[:, 0])
normal[:, 1] = normalize_1d_array(normal[:, 1])
normal[:, 2] = normalize_1d_array(normal[:, 2])
return normal
def get_vector_dot(arr1, arr2):
"Get vector dot product for 2 matrices"
assert arr1.shape == arr2.shape
newarr = np.sum(arr1 * arr2, axis=1, dtype=np.float32)
return newarr
class LightSource:
"Simple implementation of a light source"
def __init__(self,
x=10.0, # x
y=5.0, # y
z=0.0, # light source at infinity
intensity=1.0, # I_p
ambient_intensity=1.0, # I_a
ambient_coefficient=0.1, # k_a
light_power=80.0):
"light source"
self.x = x
self.y = y
if z is not None:
assert isinstance(z, float)
self.z = z
self.intensity = intensity
self.power = light_power
self.ambient_intensity = ambient_intensity # I_a
self.ambient_coefficient = ambient_coefficient # k_a
# k_a can be tuned if the material is known
def copy(self):
"copy self"
return LightSource(x=self.x,
y=self.y,
z=self.z,
intensity=self.intensity,
light_power=self.power)
class ChannelShader:
"Shades channels"
def __init__(self,
coordarr: np.ndarray,
light_source: LightSource, # has I_a, I_p, k_a
surface_normal: np.ndarray,
imagesize: (int, int),
color: np.ndarray, # they are assumed to be O_d and O_s
spec_coeff=0.5, # k_s
screen_gamma=2.2,
diffuse_coeff=0.9, # k_d
attenuation_c1=2.0, # f_attr c1
attenuation_c2=0.0, # f_attr c2 d_L coefficient
attenuation_c3=0.0, # f_attr c3 d_L^2 coefficient
shininess=270.0 # n
):
self.light_source = light_source
self.light_intensity = self.light_source.intensity # I_p
self.ambient_coefficient = self.light_source.ambient_coefficient # k_a
self.ambient_intensity = self.light_source.ambient_intensity # I_a
self.coordarr = coordarr
self.surface_normal = np.copy(surface_normal)
self.screen_gamma = screen_gamma
self.shininess = shininess
self.diffuse_coeff = diffuse_coeff # k_d
self.diffuse_color = normalize_1d_array(color) # O_d: object diffuse color
self.spec_color = normalize_1d_array(color) # O_s: object specular color
self.spec_coeff = spec_coeff # k_s: specular coefficient
self.imsize = imagesize
self.att_c1 = attenuation_c1
self.att_c2 = attenuation_c2
self.att_c3 = attenuation_c3
def copy(self):
return ChannelShader(coordarr=np.copy(self.coordarr),
light_source=self.light_source.copy(),
surface_normal=np.copy(self.surface_normal),
color=np.copy(self.diffuse_coeff) * 255.0)
@property
def distance(self):
yarr = self.coordarr[:, 0] # row nb
xarr = self.coordarr[:, 1] # col nb
xdist = (self.light_source.x - xarr)**2
ydist = (self.light_source.y - yarr)**2
return xdist + ydist
@property
def distance_factor(self):
resx = self.imsize[1]
factor = self.distance / self.light_source.z * resx
return 1.0 - factor
@property
def light_direction(self):
"get light direction matrix (-1, 3)"
yarr = self.coordarr[:, 0]
xarr = self.coordarr[:, 1]
xdiff = self.light_source.x - xarr
ydiff = self.light_source.y - yarr
light_matrix = np.zeros((self.coordarr.shape[0], 3))
light_matrix[:, 0] = ydiff
light_matrix[:, 1] = xdiff
light_matrix[:, 2] = self.light_source.z
# light_matrix[:, 2] = 0.0
return light_matrix
@property
def light_attenuation(self):
"""
Implementing from Foley JD 1996, p. 726
f_att : light source attenuation function:
f_att = min(\frac{1}{c_1 + c_2{\times}d_L + c_3{\times}d^2_{L}} , 1)
"""
second = self.att_c2 * self.distance
third = self.att_c3 * self.distance * self.distance
result = self.att_c1 + second + third
result = 1 / result
return np.where(result < 1, result, 1)
@property
def normalized_light_direction(self):
"Light Direction matrix normalized"
return normalize_3col_array(self.light_direction)
@property
def normalized_surface_normal(self):
return normalize_3col_array(self.surface_normal)
@property
def costheta(self):
"set costheta"
# pdb.set_trace()
costheta = get_vector_dot(
arr1=self.normalized_light_direction,
arr2=self.normalized_surface_normal)
# products of vectors
costheta = np.abs(costheta) # as per (Foley J.D, et.al. 1996, p. 724)
return costheta
@property
def ambient_term(self):
"Get the ambient term I_a * k_a * O_d"
term = self.ambient_coefficient * self.ambient_intensity
return term * self.diffuse_color
@property
def view_direction(self):
"Get view direction"
# pdb.set_trace()
cshape = self.coordarr.shape
coord = np.zeros((cshape[0], 3)) # x, y, z
coord[:, :2] = -self.coordarr
coord[:, 2] = 0.0 # viewer at infinity
coord = normalize_3col_array(coord)
return coord
@property
def half_direction(self):
"get half direction"
# pdb.set_trace()
arr = self.view_direction + self.normalized_light_direction
return normalize_3col_array(arr)
@property
def spec_angle(self):
"get spec angle"
specAngle = get_vector_dot(
arr1=self.half_direction,
arr2=self.normalized_surface_normal)
return np.where(specAngle > 0.0, specAngle, 0.0)
@property
def specular(self):
return self.spec_angle ** self.shininess
@property
def channel_color_blinn_phong(self):
"""compute new channel color intensities
Implements: Foley J.D. 1996 p. 730 - 731, variation on equation 16.15
"""
second = 1.0 # added for structuring code in this fashion, makes
# debugging easier
# lambertian terms
second *= self.diffuse_coeff # k_d
second *= self.costheta # (N \cdot L)
second *= self.light_intensity # I_p
# adding phong terms
second *= self.light_attenuation # f_attr
second *= self.diffuse_color # O_d
third = 1.0
third *= self.spec_color # O_s
third *= self.specular # (N \cdot H)^n
third *= self.spec_coeff # k_s
result = 0.0
result += self.ambient_term # I_a × k_a × O_d
result += second
result += third
pdb.set_trace()
return result
Thanks
Well after all, the implementation did not have a lot of problems, however the images I was working with required very weird values for parameters due to their specific condition in which they are produced.
Most images I have used contained rough surfaces with unglazed clay as material and the images were taken in a controlled environment with a single source of light, contrary to real world environments where objects are illuminated from multiple light spots.
So most of the parameters about ambient illumination and specular reflection did not make much sense in usage.
I am putting here the relative parts of my implementation as a reference for future users, be sure NOT to use default values.
Some details about the implementation:
It largely follows the equation specified in Foley J.D. et.al., 1996, p. 730 - 731, no 16.15 with the variation of adding a halfway vector, required for blinn-phong.
ChannelShader
expects the following:(-1, 2)
(-1, 3)
(-1,)
LightSource
You can use same surface normals for each channel, if you are shading multiple channels.
Final word of caution, it is noticably slow, even with numpy. The proper way to render shading is gpu based libraries like pyopengl etc. I have not tested it with gpu ports of numpy, like cupy, nor with other libraries like numba etc though: