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Material Type: Notes; Class: Computer Graphics; Subject: Engineering Computer Science; University: University of California - Davis; Term: Unknown 1989;
Typology: Study notes
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Shading
Photorealistic rendering
− light reflection − transparency − surface texture − shadows
Modeling the colors and lighting effects that we see on an object is a complex process
approximation
Surface types
− Rough, grainy surfaces tend to scatter light
− Glossy, shiny surfaces result in highlighting effect
− Transparent surfaces can transmit light
Basic illumination models
− model the combination of light reflections from surrounding objects in the scene
− no spatial or directional characteristics
− background light
− account for all the complex ways in which light can reach an object that are not addressed in the other parts of the illumination equation
Ambient light
ambient light, and ka (the ambient reflection coefficient ) is the percentage of ambient light reflected from the object’s surface
Specular reflection
− on any shiny surface
− appear white, the color of the incident light
− reflect light unequally in different directions
− on a perfectly shiny surface, light is relfected only in the mirrowed direction of L about N. N
L
θ θ V
n
n
where n makes the specular highlight rapidly fall off
This is the Phong shading model!!
α