This document discusses illumination models used to calculate the intensity of light reflected at points on surfaces. It describes three components of reflected light: diffuse, which scatters uniformly in all directions; specular, which is mirror-like; and ambient, which represents indirect illumination. Equations are provided for computing the diffuse and specular components using properties of the light source(s), surface normals, view vectors and reflection vectors. The total reflected light is the sum of the ambient, diffuse and specular components.
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Lecture 8a
This document discusses illumination models used to calculate the intensity of light reflected at points on surfaces. It describes three components of reflected light: diffuse, which scatters uniformly in all directions; specular, which is mirror-like; and ambient, which represents indirect illumination. Equations are provided for computing the diffuse and specular components using properties of the light source(s), surface normals, view vectors and reflection vectors. The total reflected light is the sum of the ambient, diffuse and specular components.
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Illumination Models
CMSC 161: Interactive Computer
Graphics Introduction In order to produce realistic images, we must simulate the appearance of surfaces under various lighting conditions. Light Sources The total reflected light is the sum of the contributions from light sources and other reflecting surfaces in the scene Point Source Parallel Source Distributed Light Source
A B C Light Sources When light strikes a surface, some of the light are reflected, some are absorbed, and some are transmitted. The intensity of the color of the surface depends on how much light is reflected. The amount of incident light reflected by a surface depends on the type of material: shiny materials reflect more light and dull surfaces absorb more of the incident light.
Illumination Models Illumination models are used to calculate the intensity of light that is reflected at a given point on a surface. They describe the interaction between the light sources and the surfaces. Two Kinds of Reflection Diffuse reflection occurs when some incident light slightly penetrates the surface and is retransmitted uniformly in all directions Specular reflection Are mirror-like and highly directional Incident light does not penetrate the surface but instead is reflected directly This gives rise to highlights that make the surface look shiny Specularly reflected light has the same color as the incident light Total Light Reflected total light reflected = diffuse component + specular component Computing the Diffuse Component Lamberts Law Suppose that a beam of light coming from the direction vector L strikes a surface with normal vector N at an angle .
Then, the amount of diffuse reflection depends on . When the angle is increased, The surface area lighted increases The energy per unit area (or intensity) decreases Computing the Diffuse Component Diffuse component = I s k d cos where I s is the intensity of the light source k d is the diffuse reflection coefficient of the surface (0 k d 1) 0 / 2
Assuming that vectors N and L are normalized, cos = N L, so Diffuse component = I s k d (N L) Computing the Specular Component Let be the angle between the reflection vector R and the view vector V. As increases, the intensity of light reflected in the V direction increases. The figure below shows the case for an imperfect reflector. Computing the Specular Component Phong Illumination model (for nonperfect reflectors) Specular component = I s k s cos n where I s is the intensity of the light source k s is the specular reflection coefficient (0 k s 1) n is the specular-reflection exponent, which determines the rate of falloff of light Computing the Specular Component Assuming that R and V have been normalized, cos = R V, so Specular component = I s k s (R V) n
By simple geometry, R = 2N(N L) L Approximation of attenuation by the form cos n has no real physical basis, but it looks good. Total Light Reflected I I = diffuse component + specular component I = [I s k d (N L)] + [I s k s (R V) n ] I = I s [k d (N L) + k s (R V) n ] Ambient Light An illumination model can be expressed by an illumination equation in variables associated with the point on the object being shaded. The illumination equation that expresses this simple model is I = k i where I is the resulting intensity and coefficient k i is the objects intrinsic intensity The process of evaluating the illumination equation at one or more points on an object is often referred to as lighting the object. Now imagine, instead of self-luminosity, that there is a diffuse, nondirectional source of light, the product of multiple reflections of light from the many surfaces in the environment. This is known as ambient light. Direct and Indirect Illumination Computation of light reflected as a result of indirect illumination is expensive, so, we can just ignore its computation and instead add an ambient component to compensate it. Ambient component = I a k a where I a is the intensity of the ambient light k a is the ambient coefficient (0 k a 1) Total Light Reflected I total light reflected I = ambient + diffuse + specular components I = I a k a + I s [k d (N L) + k s (R V) n ]
Additional remarks: To deal with colors, we compute the intensity for the red, green and blue components To handle multiple light sources, we sum the intensity contributions from each light source
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