Local Illumination
Illumination Model
ambient light
Diffusion Model (Lambert)
Specular Model (Phong)
reflect-direction ↔ view-direction
Blinn-Phong:
halfway-direction ↔ normal-direction
Global Model (Whitted)
local illumination +
environment specular light +
environment transmission light
- Ray casting Algorithm
- Ray tracing Algorithm
- Ray tree (recursive)
Shading
Here comes normal, here comes the same-level color.
- Flat Shading (per face)
polygon color + polygon normal
- polygon color
- calculate polygon color with local illumination using single polygon normal
- polygon color
- Smooth[Gouraud] Shading (per vertex)
fragment color + vertex normal
- vertex color
- calculate vertex color with local illumination using vertex normal
- *interpolate vertices colors which calculated by local illumination, and give to fragment color*
- vertex color
- Phong Shading (per fragment)
fragment color + fragment normal
- vertex normal
- *interpolate vertices normals, and give to* fragment normal
- fragment color
- calculate fragment color with local illumination using fragment normal
- vertex normal
Texture Mapping
- Texture Space
- Geometric texture
- Bump Mapping
- Normal Mapping
- Displacement Mapping
- Color texture
- used as color label
- used as coefficient in light model
- Geometric texture
- Anti-aliasing
- Reason: undersampling
- Solution
- Prefilter
- Supersampling
- Mipmap