TAILIEUCHUNG - Lecture Computer graphics - Chapter 5: Lighting

This chapter presents the following content: Calculating the color of objects, Illumination, ambient lighting, diffuse lighting, specular lighting, specular light, combined lighting models, types of shading, surface normals,. | Lighting 1 An Interactive Introduction to OpenGL Programming 1 Calculating the color of objects The incident light Position of light source Direction Color The object Reflectance Viewer Position 2 An Interactive Introduction to OpenGL Programming 2 Overview Illumination: how to calculate the colour? Shading: how to colour the whole surface? 3 An Interactive Introduction to OpenGL Programming 3 Illumination Simple 3 parameter model The sum of 3 illumination terms: Ambient : 'background' illumination Specular : bright, shiny reflections Diffuse : non-shiny illumination and shadows 4 + + = Ambient (colour) Diffuse (directional) Specular (highlights) Rc An Interactive Introduction to OpenGL Programming 4 Ambient Lighting Light from the environment Light reflected or scattered from other objects Coming uniformly from all directions and then reflected equally to all directions Ex: Backlighting in a room has a large ambient component, since most of the light that bounced off many .

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