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AngelCG18图形学
Angel: Interactive Computer Graphics 4E ? Addison-Wesley 2005 Shading I Shandong University Software College Instructor: Xu Yanning E-mail: xyn@sdu.edu.cn Objectives Learn to shade objects so their images appear three-dimensional Introduce the types of light-material interactions Build a simple reflection model---the Phong model--- that can be used with real time graphics hardware Why we need shading Suppose we build a model of a sphere using many polygons and color it with glColor. We get something like But we want Shading Why does the image of a real sphere look like Light-material interactions cause each point to have a different color or shade Need to consider Light sources Material properties Location of viewer Surface orientation Scattering Light strikes A Some scattered Some absorbed Some of scattered light strikes B Some scattered Some absorbed Some of this scattered light strikes A and so on Rendering Equation The infinite scattering and absorption of light can be described by the rendering equation Cannot be solved in general Ray tracing is a special case for perfectly reflecting surfaces Rendering equation is global and includes Shadows Multiple scattering from object to object Global Effects Local vs Global Rendering Correct shading requires a global calculation involving all objects and light sources Incompatible with pipeline model which shades each polygon independently (local rendering) However, in computer graphics, especially real time graphics, we are happy if things “look right” Exist many techniques for approximating global effects Light-Material Interaction Light that strikes an object is partially absorbed and partially scattered (reflected) The amount reflected determines the color and brightness of the object A surface appears red under white light because the red component of the light is reflected and the rest is absorbed The reflected light is scattered in a manner that depends on the smoothness and orientation of the surface
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