lec 7 - Illumination models Flashcards
What are some examples of different types of surfaces?
- Self luminous example is some kinds of jelly fish that glow in dark or radioactive isotopes
- Transparent refractive, – glass or water
- Transparent translucent – light interacts in more complex way, e.g scatters.
- reflection, either
a. diffuse (body reflection), e.g. carpet
b. specular (surface reflection), e.g. polished steel.
What are isotropic surfaces?
In isotropic surfaces the relationship between the incoming (or incident) and outgoing (or reflected) direction of light is the same over the whole surface (otherwise anisotropic).
When do antistropic surfaces occur?
- When certain kinds of material (such as velour) and certain rock or stone faces (look different depending on angle that you view them).
- As a result of asymmetric microtexture.
What is the difference between the shading model and the illumination model in rendering scenes?
The illumination model captures how light sources interacts with object surfaces.
The shading model determines how to render the faces of each polygon in the scene.
The illumination model is about determining how light
sources interacts with object surfaces whereas shading is about how to interpolate over the faces of polygons, given the illumination.
In what ways does the shading model depend on the illumination model?
- some shading models invoke an illumination model for every pixel (such as ray tracing),
- others only use the illumination model for some pixels and then shade the remaining pixels by interpolation (such as Gouraud shading).
How do simple illumination models work?
Simple illumination models do not consider shadows,
reflections or photon-based effects (such as radiosity).
How does full ray tracing work?
In full ray tracing one considers all rays of light and their
recursive interaction between each object —very
computationally complex!
What is ambient illumination?
light that comes uniformly from all directions.
What is the formula for ambient illumination?
I = (Ia)(Ka) Ia = intensity of the illumination Ka = reflectivity (or albedo) of the surface—the fraction of the incoming light which the object reflects, near zero for black objects, near one for white objects.
What is Lambertian (diffuse) reflection?
When a ray of light hits a surface, some fraction of it penetrates some way into the body of the object, where it is scattered (and may interact with coloured pigment particles). Eventually, some of the light is reradiated more-or-less uniformly in all directions. The brightness depends only on the angle between the
direction L to the light source and the surface normal N.
What is the diffuse (or Lambertian) illumination equation?
I = (Ip) (Kd) cosθ or I = (Ip) (Kd) ( N (dot product) L) Ip = incoming light from the point light source Kd = reflectivity (or albedo) of the surface θ = the angle between the local surface normal, and the direction to the light source. N = unit vector direction of normal L = unit vector direction of light source
Is Lambertian reflection dependent or independent of surface orientation with respect to the viewer?
independant.
Explain why Lambertian reflection is independent of surface orientation with respect to the viewer.
For a given small surface patch, the amount of light radiated towards the viewer is greatest when the surface normal is pointing straight at the viewer, and falls off according to a cosine law as the surface slants away from the viewer.
However, at the same time, for a given visual angle subtended at the viewer, more of the surface is seen within that angle as the surface slants away from the viewer, again according to a cosine law.
These two effects exactly compensate, hence it’s independent.
Is Lambertian reflection dependent or independent of the distance of the surface from the viewer?
independant.
Explain why Lambertian reflection is independent of the distance of the surface from the viewer.
Likewise, as the surface moves further away from the viewer, the received light intensity falls off as an inverse-square law in distance.
However, for a given angle subtended at the viewer, the amount of surface included grows in proportion to the square of the distance.
These two effects also compensate, so that intensity of
Lambertian reflection is independent of the distance of the surface from the viewer.