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Shading (I)
Based on [EA], Chapter 6.
姜明
北京大学数学科学学院
更新时间2017年4月9日星期日0时01分2秒
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Why Shading?
What we have left out is the interaction between light and the surfaces in our graphics models.
Without this interaction, we can only generate images that look flat and fail to show the 3D presentation.
A real photo of a lit sphere has many gradations or shades of color, which shows an appearance of being 3D.
Our aim is to add shading to a fast pipeline graphics architecture.
Shading: 明暗处理,明暗模型,光照模型。
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Outline
Light and Matter
Light Sources
The Phong Reflection Model
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As in all wave theories of light, the elementary process which produces the optical impression is regarded as being a harmonic wave in space-time (studied in its simplest form in [Born and Wolf, 1999,§ 1.3 and 1.4]).
If its frequency is in the range from 4×1014s?1 to 7.5×1014s?1 (approximately) it gives raise to the psychological impression of a definite color.
The opposite, however, is not true: colored light of a certain subjective quality may be a composition of harmonic waves of very difference frequency distributions.
The actual connection between color and frequency is very involved and will not be studied here, c.f. [Born and Wolf, 1999, § 4.8.1].
Born, M. and Wolf, E. (1999). Principles of Optics. Cambridge University Press, 7th edition.
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Light and Matter
Radiosity (rendering in [EA]) equation based on conservation of light energy reflected among surfaces, [HA, Section 14.7].
This is an integral equation, which we could use to find the shading of all surfaces in a scene.
Ray tracing [HA, Section 14.6].
Unfortunately, neither radiosity or ray tracing can be used to render scene at the rate at which we can pass polygons through the modeling-projection pipeline.
宅
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