LIGHT AND MATERIALS Flashcards

1
Q

perfect Reflection

A

If light reflects, we will see a shiny surface
Mirrored surfaces tend to be metal
along as the surface is flat
the incoming angle and outgoing angle will be equal
angle of incidence = angle of reflection
usually the colour and the shape of the image is preserved

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2
Q

Diffuse reflection

A

an incoming light scatters off in many directions
The light is penetrating the surface in a tiny amount then being reflected (bounced around) so comes out in many directions

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3
Q

Specular reflection

A

Mostly bounced off in one direction but quite scattered in that direction
gives a hard shiny effect

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4
Q

In the real world

A

Things are less tidy
usually a combination of diffuse and specular
surfaces are much more uneven
we use the BRDF to try to help model this

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5
Q

What is the wavelength range for S cone

A

400-500nm
Blue

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6
Q

What is the wavelength range for M cone

A

450-600nm
Green

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7
Q

What is the wavelength range for L cone

A

475-650nm
Red

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8
Q

Why can we not have monochromatic purple

A

Blue and red are not beside each other in the visible light spectrum
So it is always a mixture of L and S (maybe a bit of M) but not an actual monochromatic segment of the spectrum
Whereas orange can be because green and red are beside each other

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9
Q

what is the BRDF a ration of

A

the ratio between radience and irradience
It is a function applied to the according light rays

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10
Q

What is the radience

A

The radiant flux emitted, reflected, transmitted or received by a given surface

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11
Q

BRDF measuring in real life

A

Need a gonio metre
Create complicated 3d models of shape

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12
Q

Subsurface scattering

A

the light that bounces around just beneath the surface
like the red glow we see with light on our skin

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13
Q

BSDF

A

Bidirectional scattering distribution function
The combination of all bidirectional light functions

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