Light, continued
Tom Kelliher, CS 320
Mar. 30, 1998
Announcements:
From last time:
-
Outline:
-
Assignment: Read Chapter 14.
- 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 and .
- For accuracy, distribution within the cone is modeled by .
- Re-calculating the -- vector.
- If the distance is ``large'' how much does the vector change?
- Replace source location with source direction:
- Near source:
(a point)
- Far source:
(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 .
- 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.
Same at each point on a surface:
Repeat for each color.
- Diffuse surface brightest at noon, dimmest at dawn, dusk.
- Lambert's law: we see only the vertical component of light:
- If and are normalized:
So:
- Specular reflection produces highlights.
- The smoother the surface (higher shininess) the narrower the range
of reflection angles.
- Reflectivity proportional to angle between viewer () and
perfect reflection ():
where is the shininess term:
- < 100 for objects with broad highlights.
- 100 to 500 for most metallic objects.
- Assuming normalized vectors:
Computed for each light source and each color:
- Outward facing normal must be specified for each vertex.
- Analytic surfaces: cross product of partial differentials
- Polygonal surfaces:
- Points of continuity.
- Points of discontinuity.
Thomas P. Kelliher
Sun Mar 29 21:47:30 EST 1998
Tom Kelliher