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11.light Models
11.light Models
other objects,
Distributed light
Illumination Model
To illumination an object there are primarily of two kinds of
light sources:
ambient light (background light)
all points on a surface have the same intensity
with only ambient light, no realism (e.g. a sphere will
look like a circle slice
point source light
emphasizes 3D
without ambient light, like a spotlight in a dark room
Components of Reflections
Ambient reflection: All
surfaces in all positions
and orientations are
illuminated equally by this
light energy.
Diffuse reflection:
Surfaces that are rough,
or grainy, tend to scatter
the reflected light in all
directions.
Diffuse reflections are constant over each surface in a scene,
independent of the viewing direction.
Components of Reflections
Specular reflection: The
bright spots appearing on
smooth shiny surfaces.
Related to pure refection
(as with mirrors);
These two are different
particularly specular
reflection only reflects light;
not the surrounding objects
in the scene.
There are four factors
(1) distribution of the surface facets,
(2) the direction of the surface,
(3) the absorption of the surface and
(4) the blockage of light due to the surface roughness.
Components of Reflections
ambient diffuse
specular final
Diffuse reflections
Diffuse Reflection for Ambient Light
If a surface is exposed only to ambient light, the intensity
of the diffuse reflection at any point on the surface as
I amb.diff k a .I a
where
ka = diffuse reflection coefficient or
diffuse reflectivity for ambient light.
ka = 0 ~ 1. It is set to 1 for good reflected surface.
Ia = Intensity of the ambient light sources
Diffuse reflections
Diffuse Reflection for Point Source:
N
In diffuse reflections light from the
surface are scattered with equal N Radiant
intensity in all directions, Energy
independent of the viewing
direction. dA
• Lambert’s cosine law: The radiant energy from any small
surface area dA in any direction N relative to the surface
normal is proportional to cosN
• The light intensity is dA cosN.,
• Depends on the radiant energy per projected area
• Light is the same over all viewing directions.
Diffuse reflections
More ambient
more diffuse
Specular Reflection and the Phong Model
N normal
L light R reflection
V viewing
Unit vectors
R represents the direction of
ideal specular reflection;
L represents toward the point
light source
V is pointing to the viewer
from the surface position.
is the angle between V and
R
For an ideal reflector we
would only see reflected light
when vectors V and R
coincide ( 0).
Phong Specular-reflection model
An empirical model for calculating the specular-reflection
range, developed by Phong Bui Tuong
cos ns ( )
where
is the angle between viewing and specular-reflection
direction
can be assigned values in the range 0 to 90. So
cos = 0 ~ 1.
n is the specular-reflection parameter is determined by the
s
type of surface that we want to display.
For very shiny surface n may be 100 or more.
s
For duller surfaces n near to 1.
s
For a perfect reflector, n is infinite.
s
Phong Specular-reflection model
Specular-reflection for point source Il can be written as
I spec k s .I l cos ns
I spec k s .I l (V .R) ns
Combined Diffuse and Specular
Reflections
For a single point light source the combined diffuse and
specular reflections from a point on an illuminated
surface
I I diff I spec
I k a .I a k d .I l cos k s .I l cos ns
I k a .I a k d .I l N.L k s .I l V.R n s
If we place more than one point source in a scene, the
light reflection at any surface point by summing the
contributions from the individual sources:
n
I k a .I a I l [k d N.L k s V.R n s ]
l 1
Polygon Rendering Methods
N4
V
y y2 y1 y
If the intensity at edge position I I1 I2
y1 y 2 y1 y 2
(x, y) is interpolated as
then we can obtain the
intensity along this edge for I 2 I1
I I
the next scan line, y - I, as y1 y 2
Phong Surface Rendering
Gouraud rendering may miss specular reflections and also create
anomalies of bright or dark bands in image.
N2