Shading - Computer Graphics Page 1 Shading Shading:...

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Computer Graphics Page 1 Shading Shading : determining light reflection from objects at each pixel. Basic Reflection Model: Phong Reflection Model (most commonly used) I= k a I a + k d I d (l · n) + k s I s (v · r ) α I : reflected-light intensity Ambient Reflection : angle independent k a I a I a : incident ambient-light intensity k a : object ambient-reflection coefficient part of the object material properties Lambertian / Diffusive Reflection : lighting direction dependent I d k d (l n) = I d k d cos( θ ) I d : incident difussive-light intensity 02/23/11 φ ө
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Computer Graphics Page 2 k d : object diffusive-reflection coefficient θ : angle between light direction (l) and surface normal (n). Both l and n are unit vectors. Specular Reflection: viewing direction dependent I s k s (v r) α = I s k s cos α (Ф). I s : incident specular-light intensity k s : object specular-reflection coefficient Ф : angle between reflection direction (r) and viewing direction (v). α : specular-reflection exponent, shaniness coefficient. 1/ α : roughness. Attenuation : no impact on ambient light f att = 1/(a + bd + cd 2 ) d : distance from the light to the surface point. a,b,c: constant, linear, quadratic attenuation
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Shading - Computer Graphics Page 1 Shading Shading:...

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