计算机图形学computergraphics课件13.pptVIP

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* Light Sources In the Phong Model, we add the results from each light source Each light source has separate diffuse, specular, and ambient terms to allow for maximum flexibility even though this form does not have a physical justification Separate red, green and blue components Hence, 9 coefficients for each point source Idr, Idg, Idb, Isr, Isg, Isb, Iar, Iag, Iab * Material Properties Material properties match light source properties Nine absorbtion coefficients kdr, kdg, kdb, ksr, ksg, ksb, kar, kag, kab Shininess coefficient a * Adding up the Components For each light source and each color component, the Phong model can be written (without the distance terms) as I =kd Id l · n + ks Is (v · r )a + ka Ia For each color component we add contributions from all sources Phong light model * * Modified Phong Model The specular term in the Phong model is problematic because it requires the calculation of a new reflection vector and view vector for each vertex Blinn suggested an approximation using the halfway vector(分向量) that is more efficient * Calculating the reflection vector R =Ncosq + S =Ncosq + Ncosq - L =2N (N.L) - L Calculating N.H instead of R.V, in which H = (L+V)/|L+V| 2*b=a * Using the halfway angle Replace (v · r )a by (n · h )b b is chosen to match shineness Note that halfway angle is half of angle between r and v if vectors are coplanar Resulting model is known as the modified Phong or Blinn lighting model Specified in OpenGL standard * Example Only differences in these teapots are the parameters in the modified Phong model * Computation of Vectors l and v are specified by the application Can computer r from l and n Problem is determining n For simple surfaces, it can be determined but how we determine n differs depending on underlying representation of surface OpenGL leaves determination of normal to application Exception for GLU quadrics and Bezier surfaces (Chapter 11) * Plane Normals Equation of plane: ax+by+cz+d = 0 From Chapter 4 we know

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