Graphics Reference
In-Depth Information
Figure 9.1.
Some basic notation.
The following notation will be used throughout this chapter. See Figure 9.1. At
each point p of a surface the unit normal to the tangent plane at that point will be
denoted by N . The vectors V and L are the unit vectors that point to the eye (or
camera) and the light, respectively. It is convenient to define another unit vector H
which is the bisector of V and L , that is,
VL
VL
+
+
H
=
.
The angle between H and N will be denoted by a.
The simplest reflectance model ([Bouk70]) takes only ambient and diffuse light
into account. The ambient component of the intensity is assumed to have the form
() () ,
I
ll
k
a
where I a (l) is the ambient light intensity at wavelength l and k a (l) Π[0,1] is the
ambient reflection coefficient , which is the proportion of ambient light that is reflected.
The diffuse component is assumed to have the form
() () ,
I
ll
kr
p
d
d
where I p (l) is the intensity of the point light source reaching the point p , k d (l) Π[0,1]
is the diffuse reflection coefficient , which is a constant that depends on the material,
and r d is the diffuse reflectance factor . The factor r d is computed from Lambert's law
for ideal diffuse reflectors which states that they will diffuse incident light equally in
all directions . Consider Figure 9.2. An area A 1 of light incoming along a direction L
will shine on an area A 2 in the plane with normal N . If q is the angle between N and
L , then it is easily shown that
A
A
1
2
=
cos
q
=
NL
.
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