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what 3 things are a light source modelled by
its location in the world, the direction of emission and energy intensity at each wavelength
distributed light source
large surface, radiate from the entire surface
ambient light
provide the same amount of light to every point in the room
point source
a sufficiently distant light source which radiates light equally in all directions
issue with point source
they create very sharp, unnatural shadows
how can we solve point source issue?
distributed sources create softer transitions. or ambient light can also soften the shadows
spotlight
characterised by a narrow range of angles, can be approximated by a point source and a cone that limits the allowed angle of light
distant light sources
when light is very distant, the angle of incidence is parallel anywhere on an illuminated surface
phong reflection vector 1
n - normal at point P
phong reflection vector 2
v - points at the viewer (COP)
phong reflection vector 3
l - points at light source
phong reflection vector 4
r - direction of perfect reflection of l
what two matrices does the phong reflection model use
illumination representing light and reflection representing the material