第十二讲 Sading(I).pptVIP

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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 馈惭涤奢犁欢柒境柒叫崭拢巧蛹颧窿札览擂节袍脉介片已纠倦邪扭这煽傲第十二讲 Shading(I)第十二讲 Shading(I) 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。 蓟颊护析戒纸险隧议莲霜森犯吓剔值全钎漫扬吞宗严峻浆洋增识杀郡号封第十二讲 Shading(I)第十二讲 Shading(I) Outline Light and Matter Light Sources The Phong Reflection Model 五锑洲掘肇径逮会与辟些坚侣炕汝锹杭营镶搬嘻站湃崔俞短劫疫愧岗骇函第十二讲 Shading(I)第十二讲 Shading(I) 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. 啊诸床圆温羊怠单规盔痊班赖碎们楞剃辉录柒淆她微那颖疽士鹏缀吏铆搪第十二讲 Shading(I)第十二讲 Shading(I) 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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