Skip to content

Local Illumination

Illumination Model


ambient light

  • I=KI

Diffusion Model (Lambert)


  • I=KIcosα

Specular Model (Phong)


  • I=KIcosnθ
  • θ: reflect-direction ↔ view-direction

Blinn-Phong:

  • I=KIcosnγ
  • γ: 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
  • 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*
  • 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

Texture Mapping


  • Texture Space [0,1]2
    • Geometric texture
      • Bump Mapping
      • Normal Mapping
      • Displacement Mapping
    • Color texture
      • used as color label
      • used as coefficient in light model
  • Anti-aliasing
    • Reason: undersampling
    • Solution
      • Prefilter
      • Supersampling
      • Mipmap

Last updated: