SLIDE 1
Illumination Model
Wireframe rendering simple, ambiguous Color filling flat without any
3D information Requires modeling interaction of light with the object/surface to have a different color (shade) in 3D
SLIDE 2 Illumination Model
Light on a surface is
- Absorbed
- Reflected
- Transmitted
The amount reflected determines the color and brightness of the object light material (surface) interaction
SLIDE 3
Illumination Model
The reflected light is scattered depending upon the surface properties and incident light Ambient light comes from all directions, is scattered in all directions Diffuse light comes from one direction and is scattered in all directions Specular light comes from one direction and is scattered in preferred direction
SLIDE 4 Illumination Model
Diffuse Reflection
N L
θ
L: Light vector N: Normal θ: Angle between L and n Lambert’s Law
) ( cos N L I k I θ I k I θ cos α I
l d d l d d diffuse
=
kd diffuse reflection coefficient
SLIDE 5
Illumination Model
Diffuse Reflection
SLIDE 6
Illumination Model
Diffuse Reflection
SLIDE 7 Illumination Model
Diffuse Reflection
Amount of light reflected depends on the direction to the light source and not on the direction to the viewer Viewer independent Distance from light source q can also be incorporated
) ( ) (
2
N L I cq bq a k N L I k I
l d l d d
+ =
SLIDE 8 Illumination Model
- Highlights / Shininess
- Viewing Direction
Specular Reflection
SLIDE 9 Illumination Model
L: Light vector N: Normal θ: Angle between L and N α: Angle between R and V
N L
θ θ
R V
α
Specular Reflection
n l s s n l s s
V R I k I α I k I ) ( cos
=
ks specular reflection coefficient n specular reflection exponent
SLIDE 10 Illumination Model
n=1 5 10
large n: metals small n: paper Specular Reflection
SLIDE 11
Illumination Model
Specular Reflection
Example
SLIDE 12
Illumination Model
Light from distributed light sources (and surroundings) Also approximates effects of diffusely reflected light from outer bodies / objects.
Ambient Reflection
a a ambient
I k I =
ka ambient reflection coefficient Ia ambient incident light
SLIDE 13 Illumination Model
Phong Illumination Model
∑
=
=
= + + = + + =
m i n i i s i i d a a n l s l d a a n l s l d a a total
V R I k N L I k I k V R I k N L I k I k α I k θ I k I k reflection specular reflection diffuse reflection ambient I
1
) ( ) ( ) ( ) ( cos cos
SLIDE 14 Illumination Model
Phong Illumination Model
Local computation for obtaining color (intensity) at a point
Basic inputs are light(s), material properties
SLIDE 15 Illumination Model
Reflection Vector
N L R
θr θi
L N R
N N L ) ( 2
N N L R −
) ( 2
SLIDE 16
Illumination Model
Half Way Vector
N L H V
Instead of R•V can use N •H H = L +V L +V
R
SLIDE 17 Illumination Model
Normal Vector Plane
= + + + d cz by ax
n p0 p
) (
0 =
−
p n
Normalize c b a n ] [ =
SLIDE 18
Illumination Model
Normal Vector Plane
Normalize v v v v n ) ( ) (
1 2 1 3
− × − =
v1 v2 v3
SLIDE 19 Illumination Model
Normal Vector Sphere Implicit Equation
⎥ ⎦ ⎤ ⎢ ⎣ ⎡ ∂ ∂ ∂ ∂ ∂ ∂ = = − + + = z f y f x f n z y x z y x f , , 1 ) , , (
2 2 2
SLIDE 20 Illumination Model
Normal Vector Parametric Surface ) , ( ) , ( ) , ( ) , ( ) , (
, , , ,
v u b v v u b u v u b v v u b u v u n
n m n m n m n m
∂ ∂ × ∂ ∂ ∂ ∂ × ∂ ∂ = u ∂ ∂ v ∂ ∂ n
SLIDE 21
Illumination Model
Light Sources
Point light source Given by a point Light emitted in all directions Direction light source Given by a vector Spotlight light Given by a cone
SLIDE 22
Illumination Model