Illumination
Model
1
• An illumination model, also called a
lighting model and sometimes referred to
as a shading model, is used to calculate
the intensity of light that we should see
at a given point on the surface of an
object.
• Surface rendering means a procedure for
applying a lighting model to obtain
pixel intensities for all the projected
surface positions in a scene.
2
• A surface-rendering algorithm uses the
intensity calculations from an
illumination model to determine the light
intensity for all projected pixel positions
for the various surfaces in a scene.
• Surface rendering can be performed by
applying the illumination model to every
visible surface point
3
LIGHT SOURCES
• light sources are referred to as light-
emitting
sources; and reflecting surfaces, such as the
walls of a room, are termed light-
reflecting sources
• A luminous object, in general, can be both
a light source and a light reflector.
• The simplest model for a light emitter is a
point source.
4
• When light is incident on an opaque
surface, part of it is reflected and part is
absorbed.
• The amount of incident light reflected by
a surface depends on the type of
material. Shiny materials reflect more
of the incident light, and dull surfaces
absorb more of the incident light.
• for an illuminated transparent surface,
some of the incident light will be
reflected and some will be transmitted
through the material 5
• Surfaces that are rough, or grainy, tend
to scatter the reflected light in all
directions.
This scattered light is called diffuse
reflection.
• In addition to diffuse reflection, light
sources create highlights, or bright spots,
called specular reflection.
• This highlighting effect is more
pronounced on shiny surfaces than on dull6
Ambient Light
• In our basic illumination model, we can set a
general level of brightness for a scene. This is a
simple way to model the combination of light
reflections from various surfaces to produce a
uniform illumination called the ambient light,
or background light.
• Ambient light has no spatial or directional
characteristics. The amount of ambient light
incident on each object is a constant for all
surfaces and over all directions.
7
Diffuse Reflection
• Diffuse reflections are constant over each
surface in a scene
• The fractional amount of the incident light
that is diffusely reflected can be set for
each surface with parameter kd, the
diffuse-reflection coefficient, or diffuse
reflectivity.
8
• Parameter kd is assigned a constant
value in the interval 0 to 1.
• we want a highly reflective surface, we
set the value of kd near 1. This produces
a bright surface with the intensity of the
reflected light near that of the incident
light.
• To simulate a surface that absorbs most
of the incident light, we set the
reflectivity to a value near 0. 9
• If a surface is exposed only to ambient
light, we can express the intensity of the
diffuse reflection at any point on the
surface as
I ambdiff = k d I a
10
• we assume that the diffuse reflections
from the surface are scattered with equal
intensity in all directions, independent of
the viewing directions.
• Such surfaces are sometimes referred to
as ideal diffuse reflectors. They are also
called Lambertian reflectors, since
radiated light energy from any point on
the surface is governed by Lambert’s
cosine law.
11
• If we denote the angle of incidence
between the incoming light direction and
the surface normal as , then theϴ
projected area of a
surface patch perpendicular to the light
direction is proportional to cos ϴ .
12
Thus, the amount of illumination (or the
"number of incident light rays" cutting across
the projected surface patch) depends on cos .ϴ
• If the incoming light from the source is
perpendicular to the surface at a particular
point, that point is fully illuminated.
• As the angle of illumination moves away from
the surface normal, the brightness of the point
drops off.
13
• If Il , is the intensity of the point light source,
then the diffuse reflection equation for a point
on the surface can be written as
I l ,diff = k d I l cos ϴ
• A surface is illuminated by a point source
only if the angle of incidence is in the
range 0° to 90 ° (cos 0 is in the interval
from 0 to 1).
• When cos ϴ is negative, the light source
14
15
• If N is the unit normal vector to a surface
and L is the unit direction vector to the
point light source from a position on the
surface, then
cos ϴ = N . L
and the diffuse reflection equation for
single point-source illumination is
I l ,diff = k d I l N. L
16
• We can combine the ambient and point
source intensity calculations to obtain an
expression for the total diffuse
reflection.
• In addition, many graphics packages
introduce an ambient-reflection
coefficient ka to modify the ambient
light intensity I, for each surface. This
simply provides us with an additional
parameter to adjust the light conditions
in a scene. 17
• Using parameter ka we can write the total
diffuse reflection equation as
I l ,diff = k a I a + k d I l ( N. L )
• where both k aand k d depend on surface
material properties and are assigned
values
in the range from 0 to 1
18
Specular Reflection and the Phong
Model
• we see a highlight, or bright spot, at
certain viewing directions. This
phenomenon, called specular reflection,
is the result of total, or near total
reflection of the incident light in a
concentrated region around the specular
reflection angle.
• The specular-reflection angle equals the
angle of the incident light.
19
20
• In this figure, we use R to represent the unit
vector in the direction of ideal specular
reflection; L to represent the unit vector
directed toward the point light source; and V as
the unit vector pointing to the viewer from the
surface position.
• Angle ϴ is the viewing angle relative to the
specular-reflection direction R.
• For an ideal reflector (perfect mirror), incident
light is reflected only in the specular-reflection
direction. In this case, we would only see
reflected light when vectors V and R coincide
(ϴ = 0).
21
• Phong model, sets the intensity of specular
reflection proportional to cos n
s ϴ.
• Angle ϴ can be assigned values in the range 0
to 90, so that cos ϴ varies from 0 to 1.
• The value assigned to specular-reflection
parameter ns is determined by the type of
surface that we want to display.
• A very shiny surface is modeled with a large
value for ns (say, 100 or more), and smaller
values (down to 1) are used for duller
surfaces.
• For a perfect reflector, ns is infinite.
22
• We can approximately model
monochromatic
specular intensity variations using a
specular-reflection coefficient, W(ϴ) for
each surface.
• In general, W(ϴ) tends to increase as
the
angle of incidence increases.
• Using the spectral-reflection function
W(ϴ), we can write the Phong specular-
reflection model as
23
• Since V and R are unit vectors in the
viewing and specular-reflection
directions,
we can calculate the value of cos ϴ with
V . R
• Assuming the specular-reflection
coefficient is a constant, we can
determine the intensity of
the specular reflection at a surface point
with the calculation
I spec = ks Il ( V. R ) ns
24
• simplified Phong model is obtained by
using the halfway vector H between L and
V to calculate the range of specular
reflections.
• If we replace V.R in the Phong model with
the dot product N . H, this simply
replaces the empirical cos ϴ calculation
with the empirical cos α calculation
25
26
Combined Diffuse and Specular
Reflections
with Multiple Light Sources
27
• If we place more than one point source in
a scene, we obtain the light reflection
at any surface point by summing the
contributions from the individual sources:
28
Warn Model
• The Warn model provides a method for
simulating studio lighting effects by
controlling light intensity in different
directions.
• Light sources are modeled as points on a
reflecting surface, using the Phong model
for the surface points.
• Then the intensity in different directions
is controlled by selecting values for the
Phong exponent
29
• In addition, light controls and
spotlighting, used by studio
photographers can be simulated in the
Warn model.
• Flaps are used to control the amount of
light emitted by a source In various
directions
30
Intensity Attenuation
• As radiant energy from a point light
source travels through space, its
amplitude is attenuated by the factor
l/d2
, where d is the distance that the
light has travelled.
• This means that a surface close to the
light source (small d) receives a higher
incident
intensity from the source than a distant
surface (large d).
31
A user can then fiddle with the coefficients ao, a1,
and a2 , to obtain a variety of lighting effects for
a scene. The value of the constant term ao can be
adjusted to
prevent f(d) from becoming too large when d is
very small.
• a general inverse quadratic attenuation
function can be set up as
32
33
Colour Considerations
• Most graphics displays of realistic scenes
are in colour. But the illumination model
discussed so far considers only
monochromatic lighting effects.
• To incorporate colour, we need to write
the intensity equation as a function of
the colour
properties of the light sources and object
surfaces. 34
• One way to set surface colors is by specifing
the reflectivity coefficients as three-element
vectors.
• The diffuse reflection coefficient vector, for
example, would then have RGB components
( kdR , kdG , kdB )
• If we want an object to have a blue surface,
we select a nonzero value in the range from
0 to 1 for the blue reflectivity component, kdB
, while the red and green reflectivity
components are set to zero ( kdR =0, kdG =0)
35
• Any nonzero red or green components in
the incident light are absorbed, and only
the blue component is reflected. The
intensity calculation for this example
reduces to the single expression
36
• Surfaces typically are illuminated with white light
sources, and in general we can set surface color so
that the reflected light has nonzero values for all
three RGB components.
• Calculated intensity levels for each color
component can be used to adjust the
corresponding electron gun in an RGB monitor.
• In his original specular-reflection model, Phong set
parameter ks to a constant value independent of
the surface color. This produces specular
reflections that are the same color as the incident
light (usually white),
37
Transparency
• A transparent surface, in general,
produces both reflected and transmitted
light.
• The relative contribution of the
transmitted light depends on the degree
of transparency of the surface and
whether any light sources or illuminated
surfaces are behind the transparent
surface 38
• We can combine the transmitted intensity
Itrans through a surface from a background
object with the reflected intensity Irefl
from the transparent surface using a
transparency coefficient kt.
• We assign parameter kt , a value between
0 and 1 to specify how much of the
background light is to be transmitted.
• Total surface intensity is then calculated
as
39
40
Shadows
• By applying a hidden-surface method with a
light source at the view position, we can
determine which surface sections cannot be
"seen" from the light source.
• These are the shadow areas.
• Once we have determined the shadow
areas for all light sources, the shadows
could be treated as surface patterns and
stored in pattern arrays
41
• Surfaces that are visible from the view
position are shaded according to the
lighting
model, which can be combined with
texture patterns.
• We can display shadow areas with
ambient-light intensity only, or we can
combine the ambient light with specified
surface textures.
42
Thank
you
•
Follow
m
e
to
get update
on
engineering
,
technology, science
etc.
43

More Related Content

PPTX
Cohen sutherland line clipping
PPTX
Projections.pptx
PPTX
COMPUTER GRAPHICS-"Projection"
PPTX
3 d display methods
PPTX
Back face detection
PPT
Quadric surfaces
PPTX
3 d viewing projection
Cohen sutherland line clipping
Projections.pptx
COMPUTER GRAPHICS-"Projection"
3 d display methods
Back face detection
Quadric surfaces
3 d viewing projection

What's hot (20)

PPTX
illumination model in Computer Graphics by irru pychukar
PPTX
Image compression in digital image processing
PPTX
Depth Buffer Method
PDF
Region Splitting and Merging Technique For Image segmentation.
PPTX
Hidden surface removal algorithm
PPT
Image segmentation
PPTX
Shading methods
PPTX
Window to Viewport Transformation in Computer Graphics with.pptx
PPTX
Polygons - Computer Graphics - Notes
PDF
3D Transformation
PDF
Image Restoration (Digital Image Processing)
DOCX
Bezier Curve in Computer Graphics.docx
PPTX
Hidden surface removal
PPT
2 d geometric transformations
PPTX
Canny Edge Detection
PDF
Curves and surfaces
PPTX
Window to viewport transformation&matrix representation of homogeneous co...
PPTX
Clipping in Computer Graphics
PPSX
Edge Detection and Segmentation
PPTX
Intensity Transformation and Spatial filtering
illumination model in Computer Graphics by irru pychukar
Image compression in digital image processing
Depth Buffer Method
Region Splitting and Merging Technique For Image segmentation.
Hidden surface removal algorithm
Image segmentation
Shading methods
Window to Viewport Transformation in Computer Graphics with.pptx
Polygons - Computer Graphics - Notes
3D Transformation
Image Restoration (Digital Image Processing)
Bezier Curve in Computer Graphics.docx
Hidden surface removal
2 d geometric transformations
Canny Edge Detection
Curves and surfaces
Window to viewport transformation&matrix representation of homogeneous co...
Clipping in Computer Graphics
Edge Detection and Segmentation
Intensity Transformation and Spatial filtering
Ad

Viewers also liked (8)

PPT
Shading
PPTX
Ray tracing
PPTX
3D Graphics & Rendering in Computer Graphics
PPTX
Illumination Model
PPT
GRPHICS06 - Shading
PPT
Shading and two type of shading flat shading and gauraud shading with coding ...
PDF
Phong Shading over any Polygonal Surface
PPTX
ILLUMINATION & LIGHTING
Shading
Ray tracing
3D Graphics & Rendering in Computer Graphics
Illumination Model
GRPHICS06 - Shading
Shading and two type of shading flat shading and gauraud shading with coding ...
Phong Shading over any Polygonal Surface
ILLUMINATION & LIGHTING
Ad

Similar to Illumination model (20)

PPT
graphics notes
PPT
Illumination Models and Surface Rendering Methods.ppt
PDF
illuminationmodelsshading-200501081735 (1).pdf
PDF
UNIT-6-Illumination-Models-and-Surface-Rendering-Methods.pdf
PPTX
Illumination Models in graphic computer vision and Shading.pptx
PPTX
graphics_Illumenation,texrure And shading.pptx
PPTX
Concept of basic illumination model
PPTX
Photometry and Radiometry in optics and optometry
PPT
CS 354 Lighting
PDF
reflectionoflight-100829070425-phpapp02 (1).pdf
PPT
Lighting terminlologyand their units
PDF
RAY OPTICS.pdf
PPTX
2.-Reflection-Refraction-Dispersion.pptx
PPTX
Electrical lighting and aquatics lessons
PPTX
Lecture 1. Lighting Design.pptx
PPTX
3340903-UEE- UNIT-1.pptx
PPTX
Reflection and refraction at home & curved surfaces
PPT
PPTX
reflectionoflight-100829070425-phpapp02.pptx
PPT
Graphics Lecture 7
graphics notes
Illumination Models and Surface Rendering Methods.ppt
illuminationmodelsshading-200501081735 (1).pdf
UNIT-6-Illumination-Models-and-Surface-Rendering-Methods.pdf
Illumination Models in graphic computer vision and Shading.pptx
graphics_Illumenation,texrure And shading.pptx
Concept of basic illumination model
Photometry and Radiometry in optics and optometry
CS 354 Lighting
reflectionoflight-100829070425-phpapp02 (1).pdf
Lighting terminlologyand their units
RAY OPTICS.pdf
2.-Reflection-Refraction-Dispersion.pptx
Electrical lighting and aquatics lessons
Lecture 1. Lighting Design.pptx
3340903-UEE- UNIT-1.pptx
Reflection and refraction at home & curved surfaces
reflectionoflight-100829070425-phpapp02.pptx
Graphics Lecture 7

More from Ankur Kumar (15)

PPTX
Mobile Computing (Part-2)
PPTX
Mobile Computing (Part-1)
PPTX
Be Creative
PPTX
Tcp IP Model
PPT
Trade Mark
PPTX
E commerce
PPT
Gsm network
PPT
Digital modulation
PPT
Fundamentals of Computers
PPTX
Computer , Internet and physical security.
PPTX
Mobile Phone and SIM card cloning
PPTX
Termes - Termite inspired robots that can build for us.
PPT
Hidden lines & surfaces
PPT
Tracking positioning-of-mobiles
PPT
Tracking and positioning_of_mobile_systems_in_telecom_network
Mobile Computing (Part-2)
Mobile Computing (Part-1)
Be Creative
Tcp IP Model
Trade Mark
E commerce
Gsm network
Digital modulation
Fundamentals of Computers
Computer , Internet and physical security.
Mobile Phone and SIM card cloning
Termes - Termite inspired robots that can build for us.
Hidden lines & surfaces
Tracking positioning-of-mobiles
Tracking and positioning_of_mobile_systems_in_telecom_network

Recently uploaded (20)

PPT
Comprehensive Java Training Deck - Advanced topics
PPTX
Module1.pptxrjkeieuekwkwoowkemehehehrjrjrj
PDF
THE PEDAGOGICAL NEXUS IN TEACHING ELECTRICITY CONCEPTS IN THE GRADE 9 NATURAL...
DOCX
An investigation of the use of recycled crumb rubber as a partial replacement...
PDF
BBC NW_Tech Facilities_30 Odd Yrs Ago [J].pdf
PDF
Mechanics of materials week 2 rajeshwari
PPTX
Design ,Art Across Digital Realities and eXtended Reality
PPTX
Research Writing, Mechanical Engineering
PDF
Performance, energy consumption and costs: a comparative analysis of automati...
PDF
Research on ultrasonic sensor for TTU.pdf
PDF
Software defined netwoks is useful to learn NFV and virtual Lans
PDF
electrical machines course file-anna university
PDF
AIGA 012_04 Cleaning of equipment for oxygen service_reformat Jan 12.pdf
PDF
IAE-V2500 Engine Airbus Family A319/320
PPT
UNIT-I Machine Learning Essentials for 2nd years
PDF
Using Technology to Foster Innovative Teaching Practices (www.kiu.ac.ug)
PDF
ASPEN PLUS USER GUIDE - PROCESS SIMULATIONS
PPT
Unit - I.lathemachnespct=ificationsand ppt
PDF
Principles of operation, construction, theory, advantages and disadvantages, ...
PDF
V2500 Owner and Operatore Guide for Airbus
Comprehensive Java Training Deck - Advanced topics
Module1.pptxrjkeieuekwkwoowkemehehehrjrjrj
THE PEDAGOGICAL NEXUS IN TEACHING ELECTRICITY CONCEPTS IN THE GRADE 9 NATURAL...
An investigation of the use of recycled crumb rubber as a partial replacement...
BBC NW_Tech Facilities_30 Odd Yrs Ago [J].pdf
Mechanics of materials week 2 rajeshwari
Design ,Art Across Digital Realities and eXtended Reality
Research Writing, Mechanical Engineering
Performance, energy consumption and costs: a comparative analysis of automati...
Research on ultrasonic sensor for TTU.pdf
Software defined netwoks is useful to learn NFV and virtual Lans
electrical machines course file-anna university
AIGA 012_04 Cleaning of equipment for oxygen service_reformat Jan 12.pdf
IAE-V2500 Engine Airbus Family A319/320
UNIT-I Machine Learning Essentials for 2nd years
Using Technology to Foster Innovative Teaching Practices (www.kiu.ac.ug)
ASPEN PLUS USER GUIDE - PROCESS SIMULATIONS
Unit - I.lathemachnespct=ificationsand ppt
Principles of operation, construction, theory, advantages and disadvantages, ...
V2500 Owner and Operatore Guide for Airbus

Illumination model

  • 2. • An illumination model, also called a lighting model and sometimes referred to as a shading model, is used to calculate the intensity of light that we should see at a given point on the surface of an object. • Surface rendering means a procedure for applying a lighting model to obtain pixel intensities for all the projected surface positions in a scene. 2
  • 3. • A surface-rendering algorithm uses the intensity calculations from an illumination model to determine the light intensity for all projected pixel positions for the various surfaces in a scene. • Surface rendering can be performed by applying the illumination model to every visible surface point 3
  • 4. LIGHT SOURCES • light sources are referred to as light- emitting sources; and reflecting surfaces, such as the walls of a room, are termed light- reflecting sources • A luminous object, in general, can be both a light source and a light reflector. • The simplest model for a light emitter is a point source. 4
  • 5. • When light is incident on an opaque surface, part of it is reflected and part is absorbed. • The amount of incident light reflected by a surface depends on the type of material. Shiny materials reflect more of the incident light, and dull surfaces absorb more of the incident light. • for an illuminated transparent surface, some of the incident light will be reflected and some will be transmitted through the material 5
  • 6. • Surfaces that are rough, or grainy, tend to scatter the reflected light in all directions. This scattered light is called diffuse reflection. • In addition to diffuse reflection, light sources create highlights, or bright spots, called specular reflection. • This highlighting effect is more pronounced on shiny surfaces than on dull6
  • 7. Ambient Light • In our basic illumination model, we can set a general level of brightness for a scene. This is a simple way to model the combination of light reflections from various surfaces to produce a uniform illumination called the ambient light, or background light. • Ambient light has no spatial or directional characteristics. The amount of ambient light incident on each object is a constant for all surfaces and over all directions. 7
  • 8. Diffuse Reflection • Diffuse reflections are constant over each surface in a scene • The fractional amount of the incident light that is diffusely reflected can be set for each surface with parameter kd, the diffuse-reflection coefficient, or diffuse reflectivity. 8
  • 9. • Parameter kd is assigned a constant value in the interval 0 to 1. • we want a highly reflective surface, we set the value of kd near 1. This produces a bright surface with the intensity of the reflected light near that of the incident light. • To simulate a surface that absorbs most of the incident light, we set the reflectivity to a value near 0. 9
  • 10. • If a surface is exposed only to ambient light, we can express the intensity of the diffuse reflection at any point on the surface as I ambdiff = k d I a 10
  • 11. • we assume that the diffuse reflections from the surface are scattered with equal intensity in all directions, independent of the viewing directions. • Such surfaces are sometimes referred to as ideal diffuse reflectors. They are also called Lambertian reflectors, since radiated light energy from any point on the surface is governed by Lambert’s cosine law. 11
  • 12. • If we denote the angle of incidence between the incoming light direction and the surface normal as , then theϴ projected area of a surface patch perpendicular to the light direction is proportional to cos ϴ . 12
  • 13. Thus, the amount of illumination (or the "number of incident light rays" cutting across the projected surface patch) depends on cos .ϴ • If the incoming light from the source is perpendicular to the surface at a particular point, that point is fully illuminated. • As the angle of illumination moves away from the surface normal, the brightness of the point drops off. 13
  • 14. • If Il , is the intensity of the point light source, then the diffuse reflection equation for a point on the surface can be written as I l ,diff = k d I l cos ϴ • A surface is illuminated by a point source only if the angle of incidence is in the range 0° to 90 ° (cos 0 is in the interval from 0 to 1). • When cos ϴ is negative, the light source 14
  • 15. 15
  • 16. • If N is the unit normal vector to a surface and L is the unit direction vector to the point light source from a position on the surface, then cos ϴ = N . L and the diffuse reflection equation for single point-source illumination is I l ,diff = k d I l N. L 16
  • 17. • We can combine the ambient and point source intensity calculations to obtain an expression for the total diffuse reflection. • In addition, many graphics packages introduce an ambient-reflection coefficient ka to modify the ambient light intensity I, for each surface. This simply provides us with an additional parameter to adjust the light conditions in a scene. 17
  • 18. • Using parameter ka we can write the total diffuse reflection equation as I l ,diff = k a I a + k d I l ( N. L ) • where both k aand k d depend on surface material properties and are assigned values in the range from 0 to 1 18
  • 19. Specular Reflection and the Phong Model • we see a highlight, or bright spot, at certain viewing directions. This phenomenon, called specular reflection, is the result of total, or near total reflection of the incident light in a concentrated region around the specular reflection angle. • The specular-reflection angle equals the angle of the incident light. 19
  • 20. 20
  • 21. • In this figure, we use R to represent the unit vector in the direction of ideal specular reflection; L to represent the unit vector directed toward the point light source; and V as the unit vector pointing to the viewer from the surface position. • Angle ϴ is the viewing angle relative to the specular-reflection direction R. • For an ideal reflector (perfect mirror), incident light is reflected only in the specular-reflection direction. In this case, we would only see reflected light when vectors V and R coincide (ϴ = 0). 21
  • 22. • Phong model, sets the intensity of specular reflection proportional to cos n s ϴ. • Angle ϴ can be assigned values in the range 0 to 90, so that cos ϴ varies from 0 to 1. • The value assigned to specular-reflection parameter ns is determined by the type of surface that we want to display. • A very shiny surface is modeled with a large value for ns (say, 100 or more), and smaller values (down to 1) are used for duller surfaces. • For a perfect reflector, ns is infinite. 22
  • 23. • We can approximately model monochromatic specular intensity variations using a specular-reflection coefficient, W(ϴ) for each surface. • In general, W(ϴ) tends to increase as the angle of incidence increases. • Using the spectral-reflection function W(ϴ), we can write the Phong specular- reflection model as 23
  • 24. • Since V and R are unit vectors in the viewing and specular-reflection directions, we can calculate the value of cos ϴ with V . R • Assuming the specular-reflection coefficient is a constant, we can determine the intensity of the specular reflection at a surface point with the calculation I spec = ks Il ( V. R ) ns 24
  • 25. • simplified Phong model is obtained by using the halfway vector H between L and V to calculate the range of specular reflections. • If we replace V.R in the Phong model with the dot product N . H, this simply replaces the empirical cos ϴ calculation with the empirical cos α calculation 25
  • 26. 26
  • 27. Combined Diffuse and Specular Reflections with Multiple Light Sources 27
  • 28. • If we place more than one point source in a scene, we obtain the light reflection at any surface point by summing the contributions from the individual sources: 28
  • 29. Warn Model • The Warn model provides a method for simulating studio lighting effects by controlling light intensity in different directions. • Light sources are modeled as points on a reflecting surface, using the Phong model for the surface points. • Then the intensity in different directions is controlled by selecting values for the Phong exponent 29
  • 30. • In addition, light controls and spotlighting, used by studio photographers can be simulated in the Warn model. • Flaps are used to control the amount of light emitted by a source In various directions 30
  • 31. Intensity Attenuation • As radiant energy from a point light source travels through space, its amplitude is attenuated by the factor l/d2 , where d is the distance that the light has travelled. • This means that a surface close to the light source (small d) receives a higher incident intensity from the source than a distant surface (large d). 31
  • 32. A user can then fiddle with the coefficients ao, a1, and a2 , to obtain a variety of lighting effects for a scene. The value of the constant term ao can be adjusted to prevent f(d) from becoming too large when d is very small. • a general inverse quadratic attenuation function can be set up as 32
  • 33. 33
  • 34. Colour Considerations • Most graphics displays of realistic scenes are in colour. But the illumination model discussed so far considers only monochromatic lighting effects. • To incorporate colour, we need to write the intensity equation as a function of the colour properties of the light sources and object surfaces. 34
  • 35. • One way to set surface colors is by specifing the reflectivity coefficients as three-element vectors. • The diffuse reflection coefficient vector, for example, would then have RGB components ( kdR , kdG , kdB ) • If we want an object to have a blue surface, we select a nonzero value in the range from 0 to 1 for the blue reflectivity component, kdB , while the red and green reflectivity components are set to zero ( kdR =0, kdG =0) 35
  • 36. • Any nonzero red or green components in the incident light are absorbed, and only the blue component is reflected. The intensity calculation for this example reduces to the single expression 36
  • 37. • Surfaces typically are illuminated with white light sources, and in general we can set surface color so that the reflected light has nonzero values for all three RGB components. • Calculated intensity levels for each color component can be used to adjust the corresponding electron gun in an RGB monitor. • In his original specular-reflection model, Phong set parameter ks to a constant value independent of the surface color. This produces specular reflections that are the same color as the incident light (usually white), 37
  • 38. Transparency • A transparent surface, in general, produces both reflected and transmitted light. • The relative contribution of the transmitted light depends on the degree of transparency of the surface and whether any light sources or illuminated surfaces are behind the transparent surface 38
  • 39. • We can combine the transmitted intensity Itrans through a surface from a background object with the reflected intensity Irefl from the transparent surface using a transparency coefficient kt. • We assign parameter kt , a value between 0 and 1 to specify how much of the background light is to be transmitted. • Total surface intensity is then calculated as 39
  • 40. 40
  • 41. Shadows • By applying a hidden-surface method with a light source at the view position, we can determine which surface sections cannot be "seen" from the light source. • These are the shadow areas. • Once we have determined the shadow areas for all light sources, the shadows could be treated as surface patterns and stored in pattern arrays 41
  • 42. • Surfaces that are visible from the view position are shaded according to the lighting model, which can be combined with texture patterns. • We can display shadow areas with ambient-light intensity only, or we can combine the ambient light with specified surface textures. 42