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Shading is essential to put object borders in contrast and to make the image
look three dimensional. The normalized version of the gradient vector, the surface normal,
is used in the shading equation. Shading is
computed for each sample, however, this technique is purely for visual purposes since it is
assumed that each voxel has an uninterrupted view of the light source (even when buried
in the middle of a volume), which it is not physically realistic.
For example, the Phong shading model with depth clueing can be used to
produce a satisfactory illusion of smooth surfaces at reasonable cost (Pho75).
The colour
at sample point
, is given by the Phong equation :
where
The Phong reflection model considers the reflection from a surface to
consist of three components : ambient light, diffuse component and specular component.
The ambient term is a constant and simulates global and indirect illumination,
where as the diffuse and specular components are dependent of the view,
light directions and normals at the surface.
Next: 4.7 Compositing
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Elodie Fourquet
2005-01-18