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Light, Surface and Imaging

• Illumination has strong impact on appearance of the


surface
Specular Surfaces

• Specular surfaces appear shiny because most of the


light that is reflected or scattered is in a narrow range of
angles close to the angle of reflection.
• Mirrors are perfectly specular surfaces
Diffusive Surfaces

• Diffuse surfaces are characterized by reflected light


being scattered in all directions. Walls painted with matte
or flat paint are diffuse reflectors.
– Perfectly diffuse surfaces scatter light equally in all directions,
– Flat perfectly diffuse surface appears the same to all viewers.
Translucent Surfaces

• Translucent surfaces allow some light to penetrate the


surface and to emerge from another location on the
object.
– This process of refraction characterizes glass and water.
– Some incident light may also be reflected at the surface.
Shadows

• Shadows created by finite-size light source.


– Umbra – full shadow
– Penumbra – partial shadow
Light Sources

• Color Sources
• Ambient Light (uniform lighting)
• Point Source (emits light equally in all
directions)
• Spot Lights (Restrict light from ideal point
source)
What Shading can do?

• Let us suppose we draw a circle


Phong Reflection Model

• A simple model supports three models of light


– matter interactions
– Diffuse
– Specular
– Ambient
• and uses four vectors
– normal
– to source
– to viewer
– perfect reflector
RGB color model

• The RGB color model is an additive color model in


which red, green, and blue light are added together
in various ways to reproduce a broad array of colors.
The name of the model comes from the initials of the
three additive primary colors, red, green, and blue.
Additive color

• Additive color is color created by mixing a number of


different light colors, with Red, green, and blue being the
primary colors normally used in additive color system.
subtractive color

• A subtractive color model explains the mixing of a limited


set of dyes, inks, paint pigments.

• cyan, magenta and yellow (CMY)


RGBA color model

• RGBA stands for Red Green Blue Alpha. While it is


sometimes described as a color space, it is actually
simply a use of the RGB color model, with extra
information
• The alpha channel is normally used as an opacity
channel. If a pixel has a value of 0% in its alpha channel,
it is fully transparent (and, thus, invisible), whereas a
value of 100% in the alpha channel gives a fully opaque
pixel.
16-bit high color

• When all 16 bits are used, one of the components


(usually green, see below) gets an extra bit, allowing 64
levels of intensity for that component, and a total of
65,536 available colors.
24-bit true color

• true color is defined to mean 256 shades of red, green,


and blue, for a total of 224 or 16,777,216 color
variations.
Gamut

• is a certain complete subset of colors, which can be


displayable or printable or watchable,
Hue

• Hue defines pure color in terms of "green", "red" or


"magenta". Hue also defines mixtures of two pure colors
like "red-yellow" (~ "orange"), or "yellow-green"
• Hues can refer to the set of "pure" colors within a color
space.
Tint

• A tint is a mixing result of an original color to which has


been added white.

• If you tinted a color, you've been adding white to the


original color.

• A tint is lighter than the original color.


Shade

• Shade is a color term commonly used by painters.

• A shade is a mixing result of an original color to which


has been added black.

• If you shaded a color, you've been adding black to the


original color.

• A shade is darker than the original color.


Tone

• The broader definition defines tone as a result of mixing


a pure color with any neutral/grayscale color including
the two extremes white and black.

• The narrower definition defines tone as a result of mixing


a pure color with any grayscale color excluding white
and black.
Saturation

• Saturation defines a range from pure color (100%) to


gray (0%) at a constant lightness level. A pure color is
fully saturated.
Color Multiplying

• Colors are multiplied to describe the interaction between


a surface and a light source.
• The colors of each are multiplied together to estimate the
reflected light color.
• this is the color of the light that this particular light
reflects off this surface
Saturated Colors

• When colors are multiplied and resultant color are out of


gamut.
Clamping Color Values

IF
• R>1 => R=1 R < 0 => R = 0
• B>1 => B=1 B < 0 => B= 0
• G>1 => G=1 G < 0 => G = 0

• supported by Graphics hardware


• it tends to lose fidelity
Scaling Color Values

• Divide all color values by highest color value.

• Not Acceptable
• contrast with other colors is lost.
Shifting Color Values / clipping

• create a gray-scale vector that runs along the black-


white axis of the color cube that's got the same
brightness as the original color and then to draw a ray at
right angles to this vector that intersects the original
color's vector.
Alpha blending

• Alpha blending is the process of combining a translucent


foreground color with a background color, thereby
producing a new blended color
Image blending

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