Illumination Model
Illumination Model
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.
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.
7
Diffuse Reflection
• Diffuse reflections are constant over each
surface in a scene
8
• Parameter kd is assigned a constant
value in the interval 0 to 1.
I amb diff = 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.
12
Thus, the amount of illumination (or the
"number of incident light rays" cutting across
the projected surface patch) depends on cos ϴ.
I l ,diff = k d I l cos ϴ
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.
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.
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 general inverse quadratic attenuation
function can be set up as
32
33
Colour Considerations
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
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.
42
,
n g
ri
u e e
yo gi
n
n k en
h a on
T te
d a .
p tc
t u e
e c e
g n
to cie
e ,s
m gy
ow lo
l l no
Fo ch
• te
43