Shading
1. Light sources
2. Basic illuminication models
3. Phong shading
4. Polygon shading
5. Global illumination (later)
Photorealistic rendering
1. accurate graphical representations of
objects
2. good physical descriptions of the lighting
effects in a scene
Lighting effects:
light reflection
transparency
surface texture
shadows
Modeling the colors and lighting effects that
we see on an object is a complex process
approximation
Light sources
Sun, light bulbs, and any other
lightemitting sources
How about lightreflected sources?
Point light sources
emits light equally in all directions
I (p,p0) =
1
| pp0 |2
I(p0)
Spotlights
a narrow range of angles through which
light is emitted
Distant light sources
parallel light
sun
Surface types
Rough, grainy surfaces tend to scatter light
Glossy, shiny surfaces result in highlighting effect
Transparent surfaces can transmit light
Basic illumination models
1. Ambient light
2. Diffuse reflection
3. Specular reflection
Ambient light
model the combination of light reflections
from surrounding objects in the scene
no spatial or directional characteristics
background light
account for all the complex ways in which light
can reach an object that are not addressed
in the other parts of the illumination equation
I = kaIa
where I is the intensity of the
ambient light, and ka (the ambient
reflection coefficient ) is the percentage
of ambient light reflected from the
objects surface
Diffuse reflection (Lambertain reflection)
Dull, matte surfaces
Surfaces appear equally bright from
all viewing angles since they reflect
light with equal intensity in all directions
Brightness depends only on the angle
between the light direction L and the surface
normal N.
N
dA
= Id kd cos = d kd (
= Ia ka + d kd (
L)
surfaces
L)
dA
cos
Specular reflection
on any shiny surface
appear white, the color of the incident light
reflect light unequally in different directions
on a perfectly shiny surface, light is relfected
only in the mirrowed direction of L about N.
N
R
L
V
= Is ks
(R V)
where n makes the specular
highlight rapidly fall off
= Ia ka + d kd (
L) + Is ks (R V)
This is the Phong shading model!!