CS488 - Introduction to Computer Graphics - Lecture 11
Comments and Questions
Local Lighting
Three components:
- Eye
- Surface(s)
- Light source(s)
Eye
- Sensitive to light per unit area: Talbot's law
- Light per unit area depends on size of pupil
Surfaces
- General surfaces:
- Lambertian surfaces:
- Shiny surfaces
- delta( \zeta - \theta )
- spread it out to get a glossy surface: cos^n (\zeta - \theta)
Light Sources
Two types
- Ambient
- Only amount and colour of incoming light matters
- Geometry
- Directional
- Take direction into account
Colour
What is needed for colour?
- An eye.
- A source of illumination.
- A surface.
How is colour created?
- Source of illumination emits light (photons of differing
wavelength).
- Surface modifies light.
- Eye compares surfaces and notices different modifications.
How do we represent colour?
- As some kind of sum of photons?
- As a distribution of photons (over wavelength)?
- As a ratio of distributions of photons?
To the rescue,
But,
- Only approximately correct
- but to within 1-2% for most humans,
- only describes matching, not appearance
- Doesn't describe non-additive colour mixture
- More precise requires illumination as well
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