AngelCG19高级图形学.ppt

AngelCG19高级图形学

Angel: Interactive Computer Graphics 4E ? Addison-Wesley 2006 Shading II Shandong University Software College Instructor: Xu Yanning E-mail: xyn@sdu.edu.cn Ambient Light Ambient light is the result of multiple interactions between (large) light sources and the objects in the environment Amount and color depend on both the color of the light(s) and the material properties of the object Add ka Ia to diffuse and specular terms Ideal Reflector Normal is determined by local orientation Angle of incidence = angle of relection The three vectors must be coplanar Diffuse Reflection An ideal diffuse surface is, at the microscopic level, a very rough surface. Chalk is a good approximation to an ideal diffuse surface. Because of the microscopic variations in the surface, an incoming ray of light is equally likely to be reflected in any direction over the hemisphere. Lambertian Surface Perfectly diffuse reflector Light scattered equally in all directions Amount of light reflected is proportional to the vertical component of incoming light reflected light ~cos qi cos qi = l · n if vectors normalized There are also three coefficients, kr, kb, kg that show how much of each color component is reflected Lamberts Cosine Law Lamberts law determines how much of the incoming light energy is reflected. Remember that the amount of energy that is reflected in any one direction is constant in this model. In other words, the reflected intensity is independent of the viewing direction. Illumination effects Shaded using a diffuse-reflection model,from left to right kd=0.4, 0.55, 0.77, 0.85, 1.0. Specular Surfaces Most surfaces are neither ideal diffusers nor perfectly specular (ideal reflectors) Smooth surfaces show specular highlights due to incoming light being reflected in directions concentrated close to the direction of a perfect reflection Modeling Specular Relections Phong proposed using a term that dropped off as the angle between the viewer and the ideal reflection increased

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