Several color models are common in CG. We'll go over all of these in the second half of this reading; for this half, we'll focus on RGB.
hueis like the color wheel that we're familiar with from elementary school art. The color wheel is a 2D cross-section of a cone.
Our retinas happen to have rod-shaped cells that are sensitive to all light, and cone-shaped cells that come in three kinds: red-sensitive, green-sensitive, and blue-sensitive. Therefore, there are three (additive) primary colors: Red, Green and Blue or RGB. All visible colors are seen by exciting these three types of cells in various degrees. (Take a look at the Wikipedia page on Trichromacy for a good introduction.) The consequence is that almost any color can be mimicked by some amount of Red, some amount of Green, and some amount of Blue.
Color monitors and TV sets use RGB to display all their colors, including yellow, chartreuse, you name it. If we imagine that the amount of a primary color (Red, Green or Blue) is measured by a number from 0 to 255 inclusive, we can represent a color by a triple of numbers, such as (255,0,0), which is pure Red, and so forth. Here are some more interesting examples:
You can find more examples of these in any of zillions of color reference pages on the web.
The RGB color system is 3-dimensional. That is, you can think of it as a cube with three perpendicular axes: Red, Green and Blue. Because of the way our eyes work, that is sufficient to capture nearly every color.
Here's an example of a color cube, built in Three.js:
A screenshot from an earlier version:
In the picture above, the red vertex is color (1,0,0): 1 on the red axis and zeros elsewhere. The green vertex is color (0,1,0) and the blue vertex is color (0,0,1). These are the primary colors. (Often, we normalize the RGB coordinates to [0-1]. You can think of it as a fraction of the maximum intensity. In the color cubes above, I have made the red axis the same as the x axis, the green with y, and the blue with z.)
The magenta vertex at the bottom is color (1,0,1). The cyan vertex is (0,1,1). The yellow vertex is (1,1,0). These are the secondary colors.
The white vertex in the center is color (1,1,1). The black vertex that we can see if we drag the WebGL color cube around is color (0,0,0).
Others of the millions of colors correspond to points in the interior of the cube. For example, Cornflower might be represented as:
R = 100/255 = 0.39
G = 149/255 = 0.58
B = 237/255 = 0.93
Of course, as you may know, integer division in C and in Python yields an integer result, so all the fractions in the example above evaluate to zero — hardly useful. Instead, we need to explicitly use floating point values. One way is to enter the values with decimal points.
R = 100.0/255.0 = 0.39
G = 149.0/255.0 = 0.58
B = 237.0/255.0 = 0.93
(Fortunately, integer division is not an issue with JavaScript, so you don't have to worry about it, but this trick of using decimal points is good to remember.)
Thought questions:
For more info, consult the Wikipedia article on RGB
Three.js has a Color class that allows you to enter colors in a variety of ways:
var red1 = new THREE.Color( 0xff0000 ); // hexadecimal triple var red3 = new THREE.Color( 1, 0, 0 ); // color cube var red2 = new THREE.Color( "rgb(255,0,0)" ); // CSS string var red4 = new THREE.Color( "red" ); // CSS string alert(red1.equals(red2) && red2.equals(red3) && red3.equals(red4)); alert("Numeric value: "+red1.getHex()) alert("Hex String: "+red1.getHexString());
We can use that idea in this demo to make a red barn:
Here's the relevant part of the code:
As you can see, the geometry of the barn is the same, but
the material is different. In this case, it's
a THREE.MeshBasicMaterial
that is set to a particular
color. For some reason, THREE.js requires a numeric value, rather than
accepting one of its own Color objects, but the Color objects have a
method, getHex()
which produces a numeric value that we can
use. (The method name implies that the value is hex, but it's just a
number, so you can print it in decimal or hex or whatever).
You'll notice that the red barn above lacks a lot of depth
cues
because there's no shading. Later, we'll learn about materials
that interact with light to produce nice shading.
In principle, each face (triangle) of a Three.js geometry object can be a different color. Setting it up is a bit more complicated than what we have so far, because we need to specify a color for each face. There are essentially two parts to the change:
THREE.MeshFaceMaterial
. To be precise, each color is
used to create a THREE.MeshBasicMaterial
, and the array
of materials is supplied
to THREE.MeshFaceMaterial
.
THREE.Face3
object. It can specified when you create
a Face3
object, or you can set it after the fact.
Note that if pretty much every face has a different color (material
index), you might just decide to have the array of materials be the same
length as the array of faces (possibly with some repetitions), and match
them up one-to-one. If you decide to do this, you might
use TW.setMaterialForFaces11
, which does the following:
Here it is in action: multi-colored barn:
Let's look at the code. First, the changed geometry:
You may have to look back at the definition
of TW.createBarn
(all TW code is
in /~cs307/threejs/libs/tw.js)
to see how the faces were set up, or you could trust me that I got the
indexes correct.
The code uses a TW function to set the material index of several faces
at once. For example, if faces 0-5 are all material m
, our
code would be tedious repetition of assignment statements like this:
barnGeometry.faces[0].materialIndex = m; barnGeometry.faces[1].materialIndex = m; barnGeometry.faces[2].materialIndex = m; barnGeometry.faces[3].materialIndex = m; barnGeometry.faces[4].materialIndex = m; barnGeometry.faces[5].materialIndex = m;
Instead, we can say this:
TW.setMaterialForFaces(barnGeometry, m, 0, 1, 2, 3, 4, 5);
Finally, given such a geometry, we can create a list of materials to apply:
Note the array that spans lines 11 - 15; square brackets could easily
be overlooked, but the argument to THREE.MeshFaceMaterial
is an array of materials.
As you can see, we easily apply different colors to this barn, say to make it all red and green at Christmas, or orange and black on Halloween. However, if we wanted to make the front a different color from the back, we'd have to dig into the geometry object, make the material index for the back three faces different from the material index for the front three faces, and then use a five-element list of colors.
One thing to consider is coding technique and how to name your
variables. It seems intuitive to use a variable
like cornflower
above to hold an instance
of THREE.Color()
with the values for cornflower, and then
whatever you want to use that variable whenever you want something that
color, such as the sky or a barn. But suppose that later, you want to
make the sky a bit darker or the barn green. You could find all the
places in your program where you use the cornflower
variable
and replace it with a variable name for a different color, or you
could adjust the values in the variable. But then cornflower
doesn't mean cornflower any more, which is very weird.
An alternative is to name the variable by what its purpose or use is. Such as:
var skyColor = new THREE.Color( 0.39, 0.58, 0.93 ); // use cornflower for the sky
Later, if you decide to change the color of the sky, you can change the
definition of skyColor
and everything adjusts correctly.
This is a powerful idea.
You can even combine these approaches, by defining some of the colors you will use and then assigning them to various uses:
var cornflower = new THREE.Color( 0.39, 0.58, 0.93 ); var skyColor = cornflower; // use cornflower for the sky ...
There is special hardware on a graphics card for computing the color of
a fragment
(such as a triangle). This hardware is called
the shader, and modern OpenGL programming allows you to write
code for the shader. Fortunately, the THREE.js software writes these
shaders for us.
When shading a fragment where the vertices are different colors, the shader has two choices:
To learn how OpenGL does this linear interpolation, we first have to understand how OpenGL represents lines. It uses parametric equations. Suppose we want to define a line from point A to point B. (Points A and B could be in 2D or 3D; everything works the same). All the following are equivalent:
P(t) = A + vt
P(t) = A + (B-A)t
P(t) = A(1-t) + B*t
All of these equations generate a point on the line given the value of the t. The parameter t can be any real number. Any value of t generates a point on the line. Thus, the 3D line is like the number line, with t=0 at A and t=1 at B.
The first equation form, above, defines the line using point A and a vector, v. Thinking visually, A is a dot and v is an arrow: point A is the starting point and vector v is the direction. For example, A might be "the center of Boston Common," and v might be "north" or "south by south west." If you start at A and go in direction v, your path will be a line. If we imagine that you start at A at time 0 and you move with constant velocity, any point on the line is defined just by the time. For example, P(4.5) would be your location 4.5 hours after you started.
The second equation uses two points, A and B, and substitutes B-A for the vector v. This is because one way to define a vector is to subtract two points. For example, if point B is "Logan Airport," we can define a line from point A to point B and we only implicitly know the compass heading, but we know that we're heading directly to the airport (as the crow flies). Interestingly, because of the way the vector is defined, we know we'll reach the airport exactly when t=1. As with the first form of the equation, any value for t generates exactly one point on the line.
The third form of the equation is just a bit of algebraic rearrangement of the second form. It emphasizes the idea that any point on the line segment from A to B can be defined as a mixture of A and B in some proportion. The midpoint is a 50/50 mixture (a parameter value of 0.5), but a 25/75 mixture is a point three fourths of the way towards B. (The greater the proportion of B, the closer we are to B.)
We can define lines that go through the same points but that have different equations. For example, a line from B to A. In that case, the equation looks like:
Q(s) = B + (A-B)s
With this line, s=0 is at B and s=1 is at A, so the line starts at B and goes through A. It generates the same points as P(t), but the interpretation of the parameter is different. In this case, the parameter goes in the opposite direction. (Someone driving on 95 from Boston to New York City drives the same road as someone driving on 95 from New York City to Boston, so it's the same line, but a different journey.)
The math above works fine, but might be a little dry. Let's explore some metaphors for parametric equations. To start with, consider the picture in figure 1. The coordinates of the points are:
Suppose we have an ant crawling along the line. The ant starts at point A at time 0 and proceeds in a determined, steady, ant-like way to the upper right, arriving at B at time 1. Let's measure time in minutes and position in meters. We can say that
Suppose we have a different bug, maybe a beetle, that starts at B at time zero and gets to C at time 1. We can make corresponding observations:
But wait, you say. These stories of ants and beetles are all very good, but it's the same darn line. Are there two different equations for this one line?
Yes. One feature of parametric equations is that there are infinitely many equations for a particular line. We can choose one that is convenient for the problem we want to solve and the points we are given. Also, we can ask questions like:
Suppose a centipede starts at C at time 0 and gets to A at time 1. At what time does it meet (and eat) the ant? Where does this gruesome event occur?
Before we answer that question, let's look at another situation, this with two lines:
We now have two lines, the cyan one and the magenta one. We can see that they intersect, but where? Do the bugs meet? Convince yourself of the following:
P(t) = A + (B-A) t
P(t) = (2,2)+(2,1)t
Q(s) = D + (E-D) s
Q(s) = (9,1)+(-2,2)s
P(2) = A + (B-A) 2
P(2) = (2,2)+(2,1)2
P(2) = (6,4)
Q(1.5) = D + (E-D) (1.5)
Q(1.5) = (9,1)+(-2,2)(1.5)
Q(1.5) = (6,4)
In a way, I find the parameter somewhat reassuring, because a line is, intuitively, a one-dimensional thing, so a single, one-dimensional number should be sufficient for specifying a location on the line. That's exactly what the parameter does: it specifies where on the line a point is.
Forget about bugs crawling through a 2D Cartesian grid, or even flying through a 3D Cartesian space. Let's think about parametric lines in a different say, namely as a weighted average or as a mixture.
To start, I'm going to repeat figure 1, now as figure 3:
Let's think about a line from A to C:
P(t) = A + (C-A)t
P(t) = A + Ct - At
P(t) = A(1-t) + Ct
Intuitively, the point B is 1/3rd of the way from A to C, so we can make the following observations:
P(2/3) = A(2/3) + C(1/3)
P(2/3) = (2,2)(2/3) + (8,5)(1/3)
P(2/3) = (4/3,4/3) + (8/3,5/3)
P(2/3) = (12/3,9/3)
P(2/3) = (4,3)
P(2/3) = A(2/3) + C(1/3)
Thus, points on the line segment from A to C can be viewed as weighted averages of the two endpoints. For example, if a course's grade depends only on a midterm and a final, and the final counts twice as much as the midterm, you'd compute the course grade as:
grade = midterm*(1/3) + final*(2/3)
That's exactly the kind of equation we have for this line!
We can also think of the points on the line segment as different mixtures of the endpoints. For example, when cooking rice, we need to get the right balance of rice and water. If the point A represents 100% water and the point C represents 100% rice, the parameter of any point on the line segments represents a ratio of rice to water.
The point B has a parameter of 1/3, so that means it's a mixture of 2/3 of A (the water) and 1/3 of C (the rice). Remember the parameter and the weights are inversely related: the parameter tells how far we are from the starting point, and the weight is proportional to how near we are to an endpoint.
Note that the mixture
metaphor doesn't work so well for points
on the line but outside the line segment (110% rice and -10% water?),
but it works very well for points on the interior of the line segment,
and computer graphics is usually more concerned with line segments than
infinite lines. So this is a useful metaphor.
In particular, if points A and C are different colors and the line segment is being drawn with interpolated color, the points on the line segment can be colored using the mixture idea. If A is red (1,0,0) and C is green (0,1,0), the point B will be:
B = A(2/3) + C(1/3)
B = (1,0,0)(2/3) + (0,1,0)(1/3)
B = (2/3,1/3,0)
Suppose we want a line from A through B, with:
A = (1,2,3)
B = (2,5,1)
We can write down the following equations:
The last equation gives another way to think about parametric equations: by introducing a parameter (in this case, "t"), we write an equation that generates each coordinate independently. The equations in this example are:P(t) = A+(B-A)t
P(t) = (1,2,3)+(1,3,-2)t
P(t) = (1+t, 2+3t, 3-2t)
x(t) = 1+t
y(t) = 2+3t
z(t) = 3-2t
This makes it easy to see how parametric equations work so well in 3D: each spatial coordinate (x, y, and z) is generated by a simple linear function of just a single parameter, namely t. None of this y=mx+b stuff that doesn't work in 3D.
Why are parametric equations so cool???
Problem: Find the coordinates of a point 2/3 of the way from A=(2,3,4) to B=(5,9,1)
Solution: Since the point is 2/3 of the way from A to B, our parameter is 2/3 and our starting point is A. Our vector v is (B-A).
v = B-A = (5-2, 9-3, 1-4) = (3,6,-3)
Now, we can substitute into our equation and solve
P(2/3) | = A+v(2/3) |
= (2,3,4) + (3,6,-3)(2/3) | |
= (2,3,4) + (2,4,-2) | |
= (4,7,2) |
So, the point 2/3 of the way from A to B has coordinates (4,7,2). Done!
Note that we could have solved this problem slightly differently, using the mixture equation. We compute a mixture of two parts B to one part A:
P(2/3) | = A(1/3)+B(2/3) |
= (2,3,4)(1/3) + (5,9,1)(2/3) | |
= (2/3,1,4/3) + (10/3,6,2/3) | |
= (4,7,2) |
This may seem weird at first, because we're using a weight of 1/3 on A and a weight of 2/3 on B, but the point is closer to B, so the weight on B has be greater.
Problem: Suppose that vertex A is red (1,0,0) and vertex B is magenta (1,1,0). What is the color of the point that is 2/3 of the way from A to B?
Solution: We can use the same mixture equation that we just used to find coordinates:
P(2/3) = A(1/3) + B(2/3)
P(2/3) = (1,0,0)(1/3) + (1,1,0)(2/3)
P(2/3) = (1,2/3,0)
Note if a problem calls for more than one line, each line gets its own parameter, such as r, s, or u. This makes sense because the parameters have meaning: t=0 means the initial point of the line, so s=0 would be the initial point of the other line.
These are the main points from the reading:
THREE.MeshBasicMaterial
THREE.MeshFaceMaterial
.
P(t) = A + (B-A) t
P(t) = A + v t
The purpose of these thought problems is to start thinking about color interpolation. As it turns out, the cone cells are not equally sensitive to light. In particular, the blue cells are less sensitive than the red and green. Consequently, many colors have more blue in them than you'd think. For example, (1,0.75,0.8) turns out to be a decent pink.