CS488 - Introduction to Computer Graphics - Lecture 18
Comments and Questions
Review
- Colour
Lighting Models
Must incorporate geometry in addition to colour
Goals:
- the right colour at every pixel
- fast enough
- either simple or GPU-calculable, which generally means simple
Actual illumination
- area light sources with direction dependent photon distributions
Actual surfaces
- complex geometry
- surface reflection
- body reflection
- complex physics
- You don't want to know all the details
- specified by bi-directional reflectance distribution function
(BRDF).
For computer graphics
Start simple, only make it more complex `when we need to', which means
- (in industry)`when somebody powerful complains',
- (in research) `when you see an opportunity to impress somebody
powerful'.
Lambertian Surfaces
Model of body reflection
How much light hits the surface?
- Idealize light sources as points emitting light
- How much light does a source emit?
- How much light is there at a distance r from the source?
- Segregate the light by direction
- How much light per unit angle?
- How much light per square metre?
- Falls off with distance.
- How? Think how big the surface of a sphere is.
- How much of the surface does a square metre of the sphere cover?
- Depends on the angle
- How?
- What if the lights were (infinite) lines?
- Why is an infinite line the same as a circle?
- What if the lights were (infinite) planes?
- Why is an infinte surface the same as a sphere?
- In computer graphics this is called ambient light.
- What do we do in practice?
Comment. Two general aspects of the above are very important to getting
things right in computer graphics
- The scaling arguments from dimensionality
- The geometric derivations of angular facts from small areas
How much light leaves the surface?
We are only interested in the light leaving the surface in a particular
direction. Why?
What makes a Lambertian surface Lambertian?
- Half-sphere within the body, centred at the bit of surface
- Half-sphere above the body, bottom at the surface
- Draw a little piece of pie centred at the surface
- Whatever goes in the bottom comes out the top
- modified by the angular size of the hole
- cosine factor
What goes into the eye
- Same geometry as illumination, only backward
- Cosine factors cancel one another
Highlights
Part of the light didn't enter the body of the surface, but was
reflected
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