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3. Color and Blending

Unit 3 Lecture 1: Color Principles 1

  • Light has two properties:
    • Illuminance:
      • It is the amount of light that falls on a surface.
      • It is measured in lux (lumens per square meter).
      • It is the intensity of light or brightness.
      • It is sensed using the rods in the retina.
    • Color:
      • It is the frequency and wavelength of light rays that are emitted or reflected from an object.
      • It is measured in nanometers.
      • It is sensed using the cones in the retina.
      • Chromaticity is the color of light without brightness.
  • When a light hits an object, it absorbs some of it and reflects the rest; the reflected light is what we see as color.
  • Primaries:
    • Red: 700nm. #FF0000.
    • Green: 546.1nm. #00FF00.
    • Blue: 435.8nm. #0000FF.
  • Mixing RGB colors:
    • Black: No light. #000000.
    • White: Full light. #FFFFFF.
  • Emissive colors:
    • If you mixed all RGB colors, you would get white.
    • Usually with monitors.
    • RGB model is emissive.
  • Transmissive colors:
    • If you mixed all RGB colors, you would get black.
    • Usually with printers (ink).
    • CMYK model is transmissive.
  • Color Depth:
    • It is the number of bits used to represent a color.
    • 8-bit color depth: 256 colors.
    • 24-bit color depth: 16.7 million colors.
    • 32-bit color depth: 16.7 million colors + alpha channel.

Unit 3 Lecture 2: Color Blending, Transparency, and the Alpha Channel 2

  • RGBA color model:
    • By adding the alpha channel to RBG, we can add transparency and blending: RGBA.
    • It represents the portion of color that is blended with other colors (usually the background or the color behind the target).
    • The alpha channel is a value between 0 and 1.
    • 0: Fully transparent, 0% of the original color is mixed with the background.
    • 1: Fully opaque, 100% of the original color is mixed with the background.
  • Pseudo colors:
    • Representing data with one or more colors based on a specific range of values.
    • Example: Heat map based on the temperature of objects in the scene.

Unit 3 Lecture 3: Mathematics for modelling Part 1 3

  • We usually use the right-hand 3D coordinate system (x right, y up, z out towards us).
  • Point:
    • It is a position in space defined by its coordinates (x, y, z).
    • We see points as vertices in 3D space.
  • Line:
    • It is a 1 dimensional object defined by two points (line segment) or a point and a direction vector (ray).
    • For a line starts from point P0, and goes in the direction of vector V, the line is defined as P(t) = P0 + tV, where t is a scalar multiple of the direction vector V.
    • If you have a line between two points P0 and P1, the line is defined as P(t) = P0 + t(P1 - P0) = (1 - t)P0 + tP1.
    • Ray: A line that starts from a point and goes infinitely in a direction; only positive values of t are considered, aka, it only include points that are greater than or equal to the starting point (half-line).
  • Parametric curves:
    • It is a curve defined by a set of equations that depend on a parameter.
    • For a 3D curve, it is defined by 3 functions that drive the values for x, y, and z: P(t) = (x(t), y(t), z(t)).
    • For any point t, you to consult the 3 functions of the curve to compute the x, y, and z values.
  • Vector:
    • It is defined by a tuple of three values (x, y, z), but it is not a point.
    • Vector lengthL ||V|| = sqrt(x^2 + y^2 + z^2).
    • Unit vector has a length of 1.
    • Vectors start from the origin (0, 0, 0), and their components are the coordinates of some point (or the end point) on that vector.

Learning Guide Unit 3: Introduction 4

  • First, a specific color is called a hue.
  • Color can be thought of as an objects’ ability to absorb some wavelengths of light and reflect others.
  • Every color consists of a specific wavelength of light. Light is composed of photons that are emitted as energy.
  • White: teh object does not absorb any light, but reflects all of it.
  • Black: the object absorbs all light and reflects none.
  • Most graphics systems can support 16,581,375 different color hues.
  • This depth of color, often 255 intensities of each of the primary colors, is called true color, where each pixel requires 24 bits of color information.
  • For a 1024*768 resolution:
    • We have 786,432 pixels.
    • For a true color system, we need 24 * 786,432 = 18,874,368 bits which is approximately 2,359,296 bytes or 2.3MB of memory to store the color information for the entire screen.
  • True Color => 24 bits per pixel, they support 16,581,375 different color hues.
  • High Color => 16 bits per pixel, they support 4,096 different color hues.
  • Medium Color => 8 bits per pixel, they support 256 different color hues.
  • WebGL supports true color.

Lecture Notes 3: Coordinates and Transformations 5

Lecture Notes 5: Color 5

Lecture Notes 15: Shading & Material Appearance 5

Chapter 11: Color and Light 6

References


  1. Unit 3 Lecture 1: Color Principles | Home. (2024). Uopeople.edu. https://my.uopeople.edu/mod/kalvidres/view.php?id=444268 

  2. Unit 3 Lecture 2: Color Blending, Transparency, and the Alpha Channel | Home. (2024). Uopeople.edu. https://my.uopeople.edu/mod/kalvidres/view.php?id=444269 

  3. Unit 3 Lecture 3: Mathematics for modelling Part 1 | Home. (2024). Uopeople.edu. https://my.uopeople.edu/mod/kalvidres/view.php?id=444270 

  4. Learning Guide Unit 3: Introduction | Home. (2024). Uopeople.edu. https://my.uopeople.edu/mod/book/view.php?id=444261&chapterid=540592 

  5. Massachusetts Institute of Technology (2020). Coordinates and Transformations. MITOpenCourseware. https://ocw.mit.edu/courses/electrical-engineering-and-computer-science/6-837-computer-graphics-fall-2012/lecture-notes/. Review Lecture #3: Coordinates and Transformations. Read Lecture #5: Color. Read Lecture #15: Shading & Material Appearance. 

  6. Guha. S. (2019). Computer graphics through OpenGL: From theory to experiments, 3rd edition. Read Chapter 11 (Sections 11.1, 11.3, 11.4, 11.7, 11.8, 11.11, 11.14) ‌ ‌ ‌