十二讲Shading(I).pptVIP

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十二讲Shading(I)

Shading (I) Why Shading? Outline Light and Matter Light Sources The Phong Reflection Model 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]. 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. We follow rays of light from light-emitting (or self-luminous) surfaces (light sources). We model what happens to these rays as they interact with reflecting surfaces in the scene. This is similar to ray tracing, but we consider only single interactions between light sources and surfaces. If a ray of light enters her eye directly from the source, she sees the color of the source. If the ray of light hits a surface that is visible to our viewer, the color she sees is based on the interaction between the source and the surface material. Two independent parts of the problem Model of light sources. Reflection model. In terms of computer graphics, we replace the viewer by the projection plane. Light and Matter Interactions Light Sources A general light source can be characterized by a six-variable illum

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