Light
Tom Kelliher, CS 320
Mar. 25, 1998
Announcements:
From last time:
-  3-D maze.
 
Outline:
-  Real world lighting.
 
-  A lighting model.
 
-  Shading.
 
-  The Phong reflection model.
 
Assignment: Read Chapter 14.
-  Viewer, lights, objects.
 
-  Light properties?
 
-  Material properties: Translucence, reflectance (specularity),
scattering (diffusion).  Examples?  Color of an object.
 
-  How do lights and materials interact?
 
-  The rendering equation.  Calculation for each point in a scene.
 
-  Need a balance between accuracy and efficiency.
 
-  Local vs. global lighting.  The graphics pipeline.
 
-  General illumination function for a light source:
 . .
 
-  Types of modeled light sources:
   -  Ambient light
    
-  Point sources
    
-  Spotlights
    
-  Distant light sources
    
 
-  Illumination function is a continuous function of wavelength.
 
-  Complex computation, vision model.
 
-  Luminance function:
 
 
-  Uniform light --- ``background'' light.
 
-  Model:
 
 
-  Emits light equally in all directions.
 
-  Assume point source at  .  Color vector: .  Color vector: 
 
 
 
-  Illumination at  due to due to ?  Depends upon square of
distance: ?  Depends upon square of
distance: 
 
 
 
-  High contrast harshness due to shadow effects: umbra, penumbra.
 
-  In practice, replace inverse square term with
 
 
where d is the distance and a, b, and c are constants chosen to
soften.
 
 
-  Simple spotlight: point source with light emitted only through narrow
range of angles.
 
-  Consider the source at  to be restricted by the cone
described by to be restricted by the cone
described by and and . .
 
-  For accuracy, distribution within the cone is modeled by  . .
 
-  Re-calculating the  -- -- vector. vector.
 
-  If the distance is ``large'' how much does the vector change?
 
-  Replace source location with source direction:
   -  Near source:  (a point) (a point)
    
-  Far source:  (a vector) (a vector)
    
 
-  Flat shading: each point on a polygon assigned same color.
 
-  Gouraud (smooth) shading: assign colors individually to vertices,
interpolate.
 
-  Consider an object point,  and a light source and a light source . .
 
-  Important vectors:
  
 
 
    -  l: vector to light source.
    
-  n: surface normal.
    
-  v: vector to COP.
    
-  r: reflection vector.
    
 
 
-  The light from source to object can be described by:
 
 
(theoretically wrong but, in practice, right)
 
 
-  Using material properties, distance from source, orientation of
surface and direction of source a reflection matrix can be constructed:
 
 
 
 
-  (Simplified) Illumination at  : : 
 
A global ambient term may be ``thrown'' in.
 
 
Thomas P. Kelliher 
Tue Mar 24 14:27:34 EST 1998
Tom Kelliher