Graphics Reference
In-Depth Information
The global ambient light level is defined by I a , whereas the incident light due to a light source
is defined by I i and gives rise to a diffuse and specular component.
We can now start to derive an equation that sums these three components together. The
ambient term is k a I a and the diffuse term is k d I i n
L . All that we need now is to compute
the specular term, which is viewer-dependent as it simulates the reflection of the light source
observed in shiny surfaces.
·
L
n
R
α
θ θ
V
P
Figure 10.3.
Figure 10.3 shows the geometry used to compute the specular component. At a point P on the
surface, photons are arriving from the light source L with direction
L .As n is the surface
normal at P, for a perfect reflector the angle of reflection will equal the angle of incidence,
and the reflected photons will have direction R . If the viewer happens to be looking back along
vector R , a bright spot is observed. However, say the viewer is offset by an angle , and the
surface is not a perfect reflector, some light will be seen when looking back along V . Phong
[Phong, 1975] proposed that this specular highlight could be controlled by cos , which gives
a bell-shaped distribution of light intensity around V . But if the vectors associated with this
model are unit vectors, then
cos
=
R
·
V
Phong also suggested that different levels of shininess could be simulated by raising cos to
some power n:
cos n
V n
=
R
·
where n is a parameter controlling the level of shininess. For example, when n
(or some
very high value), a mirror surface is created, and as n is reduced, the size of the specular
highlight increases.
Adding this specular term to the ambient and diffuse terms produces
=
V n
I
=
k a I a +
I i k d n
·
L
+
k s R
·
(10.1)
 
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