Types of Light Source
Ambient
No position in space.
Point Source
At a point in space.
Equal intensity in all directions.
Directional Source
Source is “at infinity.”
Has direction only.
Rendering involves several steps: identifying visible surfaces, projecting surfaces onto the viewing plane, shading surfaces appropriately, and rasterizing. Rendering can be real-time, as in games, or non-real-time, as in movies. Real-time rendering requires tradeoffs between photorealism and speed, while non-real-time rendering can spend more time per frame. Lighting is an important part of rendering, as the interaction of light with surfaces through illumination, reflection, shading, and shadows affects realism.
1) Good lighting design is important for creating the right mood and allowing people to perform activities in homes. Lighting must be tailored to the different spaces and uses within a home.
2) Light is a form of electromagnetic radiation that makes vision possible. Key factors that affect light include its wavelength, sources like incandescence and luminescence, and how it behaves through reflection, refraction, and interactions with materials.
3) Proper lighting design considers factors like illuminance, luminance, lighting types like general, accent, decorative, and task lighting, and how light impacts vision and psychology within a space. A variety of artificial light sources exist that must be selected appropriately.
The document discusses several optical phenomena including reflection, refraction, diffraction, and polarization of light. It describes the properties of images such as whether they are real or virtual, upright or inverted, and larger, smaller, or the same size as the object. It also discusses the characteristics and applications of plane mirrors, concave mirrors, convex mirrors, refraction through different media, total internal reflection, optical fibers, mirages, prisms, rainbows, and why the sky appears blue and sunsets appear red.
The document discusses light and perception. It begins by introducing photometric stereo, which uses pixel brightness to understand shape. It then covers topics like what light is, how we measure and perceive it, how light propagates and interacts with matter. Key points covered include how the human visual system perceives color using rods and cones, properties of light like reflection, challenges of modeling image formation by tracking light rays, and assumptions needed for shape from shading from a single image.
The document discusses concepts related to basic illumination models. It covers key components like ambient light, diffuse illumination, and specular reflection that contribute to how objects are illuminated. It notes that illumination models try to approximate real world lighting in a realistic but not perfectly accurate way. The document also discusses challenges like accounting for all light rays reflected between nearby objects and having multiple light sources and viewing directions in a scene.
The document discusses various illumination models used in computer graphics including ambient light, point light sources, distributed light sources, Beer Lambert's law, chromaticity diagrams, flat shading, Gouraud shading, the Phong illumination model, and the Ward illumination model. It provides details on how each model calculates light intensity and color values for surfaces and polygons in a 3D scene.
The document provides information on lighting and light properties. It begins by defining luminous flux as the total quantity of light energy emitted per second from a luminous body, measured in lumens. It then defines luminous intensity as the luminous flux emitted per unit solid angle, measured in candela. Finally, it describes illumination as the amount of light falling on a surface, measured in lux which is equal to one lumen per square meter.
Rendering involves several steps: identifying visible surfaces, projecting surfaces onto the viewing plane, shading surfaces appropriately, and rasterizing. Rendering can be real-time, as in games, or non-real-time, as in movies. Real-time rendering requires tradeoffs between photorealism and speed, while non-real-time rendering can spend more time per frame. Lighting is an important part of rendering, as the interaction of light with surfaces through illumination, reflection, shading, and shadows affects realism.
1) Good lighting design is important for creating the right mood and allowing people to perform activities in homes. Lighting must be tailored to the different spaces and uses within a home.
2) Light is a form of electromagnetic radiation that makes vision possible. Key factors that affect light include its wavelength, sources like incandescence and luminescence, and how it behaves through reflection, refraction, and interactions with materials.
3) Proper lighting design considers factors like illuminance, luminance, lighting types like general, accent, decorative, and task lighting, and how light impacts vision and psychology within a space. A variety of artificial light sources exist that must be selected appropriately.
The document discusses several optical phenomena including reflection, refraction, diffraction, and polarization of light. It describes the properties of images such as whether they are real or virtual, upright or inverted, and larger, smaller, or the same size as the object. It also discusses the characteristics and applications of plane mirrors, concave mirrors, convex mirrors, refraction through different media, total internal reflection, optical fibers, mirages, prisms, rainbows, and why the sky appears blue and sunsets appear red.
The document discusses light and perception. It begins by introducing photometric stereo, which uses pixel brightness to understand shape. It then covers topics like what light is, how we measure and perceive it, how light propagates and interacts with matter. Key points covered include how the human visual system perceives color using rods and cones, properties of light like reflection, challenges of modeling image formation by tracking light rays, and assumptions needed for shape from shading from a single image.
The document discusses concepts related to basic illumination models. It covers key components like ambient light, diffuse illumination, and specular reflection that contribute to how objects are illuminated. It notes that illumination models try to approximate real world lighting in a realistic but not perfectly accurate way. The document also discusses challenges like accounting for all light rays reflected between nearby objects and having multiple light sources and viewing directions in a scene.
The document discusses various illumination models used in computer graphics including ambient light, point light sources, distributed light sources, Beer Lambert's law, chromaticity diagrams, flat shading, Gouraud shading, the Phong illumination model, and the Ward illumination model. It provides details on how each model calculates light intensity and color values for surfaces and polygons in a 3D scene.
The document provides information on lighting and light properties. It begins by defining luminous flux as the total quantity of light energy emitted per second from a luminous body, measured in lumens. It then defines luminous intensity as the luminous flux emitted per unit solid angle, measured in candela. Finally, it describes illumination as the amount of light falling on a surface, measured in lux which is equal to one lumen per square meter.
Light comes from sources like the sun and enables us to see visible light. Our eyes perceive light when it bounces off objects after hitting them. Light bounces, or reflects, off surfaces at the same angle that it hits under the laws of reflection. The angle of incidence is equal to the angle of reflection, and both lie in the same plane as the normal line perpendicular to the surface. Reflection can be regular or diffuse depending on the smoothness of the surface. Plane mirrors form virtual images that are upright and equidistant from the mirror, undergoing lateral inversion. Multiple mirrors produce multiple reflections and infinite images between parallel mirrors.
Light is electromagnetic radiation that travels at about 300,000 km/s. It can be emitted from luminous objects like stars or reflected from illuminated objects like the moon. Light carries energy and information, travels in straight lines, and can be reflected, refracted, or absorbed when interacting with objects. The human eye detects light via photoreceptors in the retina that send signals to the brain, allowing us to see color.
Three key concepts in 3Ds MAX lighting are:
1. Intensity, direction, and diffuseness are properties of light that determine how light spreads and illuminates surfaces. Shadows are cast by objects blocking light, not by lights themselves.
2. Three-point lighting is a basic lighting setup that illuminates a scene using a key light, fill light, and highlight. The key light is the primary light source, the fill light reduces shadows, and the highlight adds depth.
3. Ambient light and IES skies/suns are used to simulate indirect lighting and realistic outdoor lighting conditions, though creative lighting is also possible.
The document discusses the reflection and refraction of light, including how lenses and mirrors form images. It describes how lenses can form real or virtual images and how ray diagrams illustrate this. It also discusses how optical systems use multiple lenses or mirrors to form images and the factors that determine image properties such as location, type, and sharpness.
The document discusses various aspects of lighting and acoustics. It begins by defining light and its role in vision. It then discusses factors that affect vision like brightness, contrast, glare, diffusion, and color. It explains these concepts in more detail and provides examples. The document also covers daylighting and how natural light can effectively provide interior lighting when windows and reflective surfaces are placed strategically. Overall it provides an overview of key lighting and acoustics concepts.
The document provides information about light and its characteristics. It discusses that light is a form of electromagnetic radiation that can be perceived by the human eye. It travels in waves and its wavelength determines properties like color. The document then describes characteristics of light such as its speed changing between mediums while frequency remains the same. It also discusses terminology related to light like luminance, luminaires, and illuminance. The properties of light covered include reflection, refraction, dispersion, interference and polarization.
This document discusses several optical phenomena including pinhole imaging, reflection, refraction, and total internal reflection. It begins by explaining how pinhole imaging works to form an inverted image without the use of lenses due to the collimating effect of a small aperture. Next, it covers the fundamentals of reflection including the law of reflection and diffuse reflection. Refraction is then summarized, including Snell's law and how light bends when passing through different media based on their refractive indices. Finally, the document briefly discusses the phenomenon of total internal reflection that occurs when light passes from an optically dense to rare medium at an angle greater than the critical angle.
Lighting design involves integrating natural and artificial light sources. Daylight factors and illuminance levels are important concepts used to quantify daylighting. Daylighting provides benefits like energy savings but also challenges like glare control. Key factors in daylighting design include sky conditions like overcast, clear, or partly cloudy skies which impact daylight levels differently.
Light of different wavelengths is perceived as different colors. Only light generates color, and light sources like the sun emit light waves of varying wavelengths. The human eye can see wavelengths between 380-720 nm, which correspond to the colors of the visible spectrum from violet to red. Color is produced when light waves of different wavelengths are combined additively. Different light sources have varying spectral distributions that determine the colors they produce.
These lectures has prepared for postgraduate student (Ophthalmology) according to the curriculum of Bangladesh College of Physician and Surgeons (BCPS) and Bangabondhu Sheikh Mujib Medical University (BSMMU) Bangladesh
This presentation discusses optics and key optical concepts. It covers reflection, including the two types of reflection, and the laws of reflection. It also discusses refraction, image formation using plane and spherical mirrors, and linear magnification. Reflection and refraction are explained with diagrams to illustrate how light rays behave at interfaces. The document provides a concise overview of fundamental optics topics.
Reflection and Refraction of light presentation free.
In this presentation I've explained these phenomenon in very detailed and very informative presentation.
The document describes various phenomena related to sight and waves. It discusses the anatomy of the eye including the cornea, pupil, lens, retina, optic nerve, fovea, rods and cones. It then covers topics such as vision in low light, color detection, color blindness, the lens and its focusing abilities, diffraction, resolution, polarization, Brewster's law, the Doppler effect, and gives examples of calculations related to these concepts.
This document discusses the importance of architectural lighting. It explains that lighting helps create an emotional experience for occupants and draws attention to textures, colors, and forms. There are three key aspects of architectural lighting - aesthetic, function, and efficiency. Aesthetic focuses on the emotional impact of lighting. Function ensures lighting allows for safe navigation. Efficiency creates breathtaking lighting designs that are also energy efficient. The document also covers day lighting properties, interactions of light with surfaces, photometric quantities like illuminance and luminance, and factors of illumination quality.
Light is a form of energy that allows for vision. It travels in straight lines and can form shadows. Advanced light detection technology can detect single photons, measure light from the universe, and track fast processes in living cells down to billionths of a second. Concave mirrors are used in telescopes to focus faint light from space, while convex mirrors give a wider field of vision useful for security and vehicles. Reflection occurs when light bounces off a surface, either diffusely scattering in all directions from a rough surface or specularly at the same angle from a smooth surface like glass or metal.
This document summarizes key concepts about light, including:
1. Light travels in straight lines and can be reflected or refracted. The law of reflection states that the angle of incidence equals the angle of reflection.
2. Refraction occurs when light travels from one medium to another of different density, causing the light to bend and change speed. This is demonstrated through experiments with glass blocks.
3. Prisms disperse white light into a visible spectrum due to the different wavelengths of light being refracted different amounts.
4. Mirrors form virtual upright images that are laterally inverted from the object, as shown through ray diagrams. Shadows are formed when light is blocked by an opaque object.
illumination model in Computer Graphics by irru pychukarsyedArr
The document discusses illumination models used to calculate light intensity on object surfaces in 3D scenes. It describes how surface rendering uses illumination models to determine pixel intensities. Diffuse and specular reflection are explained along with parameters like ambient light, material properties, number of light sources, attenuation, and shadows. Color considerations and transparent surfaces are also covered at a high level.
This document discusses different properties and behaviors of light, including reflection, refraction, and detection methods. It explains that light is a form of energy that allows for vision. Advanced cameras can now detect single photons and measure ultrafast light changes. Concave mirrors are used in reflecting telescopes to view distant objects, while convex mirrors provide wider views for security and vehicles. Reflection occurs when light bounces off a surface, either diffusely from rough surfaces or specularly from smooth surfaces at the same angle. Refraction is the change in light's direction when passing from one medium to another, governed by Snell's law.
The document discusses emission spectra and absorption spectra. Emission spectra shows the electromagnetic radiation emitted by a light source, with peaks corresponding to the colors emitted. Absorption spectra shows the capacity of a substance to absorb different wavelengths of radiation, with lower points indicating colors absorbed rather than reflected. Both relate the interaction of matter with electromagnetic radiation, but emission spectra shows colors emitted from a source while absorption spectra shows colors absorbed by a substance.
Distinguish between specualr reflection and diffuse reflection.S.pdfarsmobiles
Distinguish between specualr reflection and diffuse reflection.
Solution
Most things that we see (people, cars, houses, animals, trees, etc.) do not themselves emit visible
light but reflect incident natural sunlight and artificial light. For instance, an apple appears a
shiny red color because it has a relatively smooth surface that reflects red light and absorbs other
non-red (such as green, blue, and yellow) wavelengths of light. The reflection of light can be
roughly categorized into two types of reflection:specular reflection is defined as light reflected
from a smooth surface at a definite angle, and diffuse reflection, which is produced by rough
surfaces that tend to reflect light in all directions . There are far more occurrences of diffuse
reflection than specular reflection in our everyday environment
o visualize the differences between specular and diffuse reflection, consider two very different
surfaces: a smooth mirror and a rough reddish surface. The mirror reflects all of the components
of white light (such as red, green, and blue wavelengths) almost equally and the reflected
specular light follows the same angle from the normal, as does the incident light. The rough
reddish surface, however, does not reflect all wavelengths because it absorbs most of the blue
and green components, and reflects the red light. Also, the diffuse light that is reflected from the
rough surface is scattered in all directions.
Perhaps the best example of specular reflection, which we encounter on a daily basis, is the
mirror image produced by a household mirror that people might use many times a day to view
their appearance. The mirror\'s smooth reflective glass surface renders avirtual image of the
observer from the light that is reflected directly back into the eyes. This image is referred to as
\"virtual\" because it does not actually exist (does not produce light) and appears to be behind the
plane of the mirror due to an assumption that the brain naturally makes. The way in which this
occurs is easiest to visualize when looking at the reflection of an object to one side of the
observer, so that the light from the object strikes the mirror at an angle and is reflected at an
equal angle to the viewer\'s eyes. As the eyes receive the reflected rays, the brain assumes that
the light rays have reached the eyes in a direct straight path. Tracing the rays backward toward
the mirror, the brain perceives an image that is positioned behind the mirror. An interesting
feature of this reflection artifact is that the image of an object being observed appears to be the
same distance behind the plane of the mirror as the actual object is in front of the mirror..
Light comes from sources like the sun and enables us to see visible light. Our eyes perceive light when it bounces off objects after hitting them. Light bounces, or reflects, off surfaces at the same angle that it hits under the laws of reflection. The angle of incidence is equal to the angle of reflection, and both lie in the same plane as the normal line perpendicular to the surface. Reflection can be regular or diffuse depending on the smoothness of the surface. Plane mirrors form virtual images that are upright and equidistant from the mirror, undergoing lateral inversion. Multiple mirrors produce multiple reflections and infinite images between parallel mirrors.
Light is electromagnetic radiation that travels at about 300,000 km/s. It can be emitted from luminous objects like stars or reflected from illuminated objects like the moon. Light carries energy and information, travels in straight lines, and can be reflected, refracted, or absorbed when interacting with objects. The human eye detects light via photoreceptors in the retina that send signals to the brain, allowing us to see color.
Three key concepts in 3Ds MAX lighting are:
1. Intensity, direction, and diffuseness are properties of light that determine how light spreads and illuminates surfaces. Shadows are cast by objects blocking light, not by lights themselves.
2. Three-point lighting is a basic lighting setup that illuminates a scene using a key light, fill light, and highlight. The key light is the primary light source, the fill light reduces shadows, and the highlight adds depth.
3. Ambient light and IES skies/suns are used to simulate indirect lighting and realistic outdoor lighting conditions, though creative lighting is also possible.
The document discusses the reflection and refraction of light, including how lenses and mirrors form images. It describes how lenses can form real or virtual images and how ray diagrams illustrate this. It also discusses how optical systems use multiple lenses or mirrors to form images and the factors that determine image properties such as location, type, and sharpness.
The document discusses various aspects of lighting and acoustics. It begins by defining light and its role in vision. It then discusses factors that affect vision like brightness, contrast, glare, diffusion, and color. It explains these concepts in more detail and provides examples. The document also covers daylighting and how natural light can effectively provide interior lighting when windows and reflective surfaces are placed strategically. Overall it provides an overview of key lighting and acoustics concepts.
The document provides information about light and its characteristics. It discusses that light is a form of electromagnetic radiation that can be perceived by the human eye. It travels in waves and its wavelength determines properties like color. The document then describes characteristics of light such as its speed changing between mediums while frequency remains the same. It also discusses terminology related to light like luminance, luminaires, and illuminance. The properties of light covered include reflection, refraction, dispersion, interference and polarization.
This document discusses several optical phenomena including pinhole imaging, reflection, refraction, and total internal reflection. It begins by explaining how pinhole imaging works to form an inverted image without the use of lenses due to the collimating effect of a small aperture. Next, it covers the fundamentals of reflection including the law of reflection and diffuse reflection. Refraction is then summarized, including Snell's law and how light bends when passing through different media based on their refractive indices. Finally, the document briefly discusses the phenomenon of total internal reflection that occurs when light passes from an optically dense to rare medium at an angle greater than the critical angle.
Lighting design involves integrating natural and artificial light sources. Daylight factors and illuminance levels are important concepts used to quantify daylighting. Daylighting provides benefits like energy savings but also challenges like glare control. Key factors in daylighting design include sky conditions like overcast, clear, or partly cloudy skies which impact daylight levels differently.
Light of different wavelengths is perceived as different colors. Only light generates color, and light sources like the sun emit light waves of varying wavelengths. The human eye can see wavelengths between 380-720 nm, which correspond to the colors of the visible spectrum from violet to red. Color is produced when light waves of different wavelengths are combined additively. Different light sources have varying spectral distributions that determine the colors they produce.
These lectures has prepared for postgraduate student (Ophthalmology) according to the curriculum of Bangladesh College of Physician and Surgeons (BCPS) and Bangabondhu Sheikh Mujib Medical University (BSMMU) Bangladesh
This presentation discusses optics and key optical concepts. It covers reflection, including the two types of reflection, and the laws of reflection. It also discusses refraction, image formation using plane and spherical mirrors, and linear magnification. Reflection and refraction are explained with diagrams to illustrate how light rays behave at interfaces. The document provides a concise overview of fundamental optics topics.
Reflection and Refraction of light presentation free.
In this presentation I've explained these phenomenon in very detailed and very informative presentation.
The document describes various phenomena related to sight and waves. It discusses the anatomy of the eye including the cornea, pupil, lens, retina, optic nerve, fovea, rods and cones. It then covers topics such as vision in low light, color detection, color blindness, the lens and its focusing abilities, diffraction, resolution, polarization, Brewster's law, the Doppler effect, and gives examples of calculations related to these concepts.
This document discusses the importance of architectural lighting. It explains that lighting helps create an emotional experience for occupants and draws attention to textures, colors, and forms. There are three key aspects of architectural lighting - aesthetic, function, and efficiency. Aesthetic focuses on the emotional impact of lighting. Function ensures lighting allows for safe navigation. Efficiency creates breathtaking lighting designs that are also energy efficient. The document also covers day lighting properties, interactions of light with surfaces, photometric quantities like illuminance and luminance, and factors of illumination quality.
Light is a form of energy that allows for vision. It travels in straight lines and can form shadows. Advanced light detection technology can detect single photons, measure light from the universe, and track fast processes in living cells down to billionths of a second. Concave mirrors are used in telescopes to focus faint light from space, while convex mirrors give a wider field of vision useful for security and vehicles. Reflection occurs when light bounces off a surface, either diffusely scattering in all directions from a rough surface or specularly at the same angle from a smooth surface like glass or metal.
This document summarizes key concepts about light, including:
1. Light travels in straight lines and can be reflected or refracted. The law of reflection states that the angle of incidence equals the angle of reflection.
2. Refraction occurs when light travels from one medium to another of different density, causing the light to bend and change speed. This is demonstrated through experiments with glass blocks.
3. Prisms disperse white light into a visible spectrum due to the different wavelengths of light being refracted different amounts.
4. Mirrors form virtual upright images that are laterally inverted from the object, as shown through ray diagrams. Shadows are formed when light is blocked by an opaque object.
illumination model in Computer Graphics by irru pychukarsyedArr
The document discusses illumination models used to calculate light intensity on object surfaces in 3D scenes. It describes how surface rendering uses illumination models to determine pixel intensities. Diffuse and specular reflection are explained along with parameters like ambient light, material properties, number of light sources, attenuation, and shadows. Color considerations and transparent surfaces are also covered at a high level.
This document discusses different properties and behaviors of light, including reflection, refraction, and detection methods. It explains that light is a form of energy that allows for vision. Advanced cameras can now detect single photons and measure ultrafast light changes. Concave mirrors are used in reflecting telescopes to view distant objects, while convex mirrors provide wider views for security and vehicles. Reflection occurs when light bounces off a surface, either diffusely from rough surfaces or specularly from smooth surfaces at the same angle. Refraction is the change in light's direction when passing from one medium to another, governed by Snell's law.
The document discusses emission spectra and absorption spectra. Emission spectra shows the electromagnetic radiation emitted by a light source, with peaks corresponding to the colors emitted. Absorption spectra shows the capacity of a substance to absorb different wavelengths of radiation, with lower points indicating colors absorbed rather than reflected. Both relate the interaction of matter with electromagnetic radiation, but emission spectra shows colors emitted from a source while absorption spectra shows colors absorbed by a substance.
Distinguish between specualr reflection and diffuse reflection.S.pdfarsmobiles
Distinguish between specualr reflection and diffuse reflection.
Solution
Most things that we see (people, cars, houses, animals, trees, etc.) do not themselves emit visible
light but reflect incident natural sunlight and artificial light. For instance, an apple appears a
shiny red color because it has a relatively smooth surface that reflects red light and absorbs other
non-red (such as green, blue, and yellow) wavelengths of light. The reflection of light can be
roughly categorized into two types of reflection:specular reflection is defined as light reflected
from a smooth surface at a definite angle, and diffuse reflection, which is produced by rough
surfaces that tend to reflect light in all directions . There are far more occurrences of diffuse
reflection than specular reflection in our everyday environment
o visualize the differences between specular and diffuse reflection, consider two very different
surfaces: a smooth mirror and a rough reddish surface. The mirror reflects all of the components
of white light (such as red, green, and blue wavelengths) almost equally and the reflected
specular light follows the same angle from the normal, as does the incident light. The rough
reddish surface, however, does not reflect all wavelengths because it absorbs most of the blue
and green components, and reflects the red light. Also, the diffuse light that is reflected from the
rough surface is scattered in all directions.
Perhaps the best example of specular reflection, which we encounter on a daily basis, is the
mirror image produced by a household mirror that people might use many times a day to view
their appearance. The mirror\'s smooth reflective glass surface renders avirtual image of the
observer from the light that is reflected directly back into the eyes. This image is referred to as
\"virtual\" because it does not actually exist (does not produce light) and appears to be behind the
plane of the mirror due to an assumption that the brain naturally makes. The way in which this
occurs is easiest to visualize when looking at the reflection of an object to one side of the
observer, so that the light from the object strikes the mirror at an angle and is reflected at an
equal angle to the viewer\'s eyes. As the eyes receive the reflected rays, the brain assumes that
the light rays have reached the eyes in a direct straight path. Tracing the rays backward toward
the mirror, the brain perceives an image that is positioned behind the mirror. An interesting
feature of this reflection artifact is that the image of an object being observed appears to be the
same distance behind the plane of the mirror as the actual object is in front of the mirror..
Similar to 23 Introduction to the Lighting Model.ppt (20)
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
2. Types of Light Source
Ambient
No position in space.
Point Source
At a point in space.
Equal intensity in all directions.
Directional Source
Source is “at infinity.”
Has direction only.
3. Calculation of Lighting
We will look at the details of how
lighting is calculated later.
For now, we just want to be familiar
with the kinds of lighting and how it
relates to a polygonal mesh.
4. Ambient Light
Ambient light illuminates objects equally
in all directions.
In real life, ambient light is light that
has been reflected off so many surfaces
that it is impossible to identify the
source.
5. Computing Ambient Reflection
The ambient reflection depends on
The ambient light inherent in the scene.
The ambient light given off by the light
sources.
The ambient property of the surface.
6. Point and Directional Sources
At each point of a surface, the light has
a direction.
Point source – direction varies with position
on surface.
Directional source – direction does not vary
with position on surface.
With a point source, the intensity may
also depend on distance from the
source.
7. Computing Diffuse Reflection
Intensity of reflected light
Depends on angle of incidence.
Is equal in all directions, i.e., does not
depend on the viewing angle.
It can be computed more efficiently if
the light is directional, since there is
one less variable.
8. Specular Reflection
Intensity of reflected light varies with
viewing direction.
Maximum intensity is in the direction
pointing directly back to the light
source.
9. Specular Reflection
Specular reflection creates the
appearance of “shininess.”
Surfaces with a high specular reflection
appear very shiny.
Surfaces with a low specular reflection
appear matte.
10. Computing Specular Reflection
Computing specular reflection is less
efficient than computing diffuse
reflection, since it depends on the
direction to the light source and the
direction to the viewer.
The calculations can be speeded up if
the viewer is “at infinity.”
11. Emissive Lighting
Emissive lighting is light that emitted by
the surface itself.
It is used for objects that are meant to
glow.
It is independent of all light sources and
directions.
12. Lighting in OpenGL
Since the ambient, diffuse, and specular
reflections depend on light sources,
there is a separate contribution for each
light source.
Furthermore, there is a separate color
component for each type of light.
Red, green, blue.
13. Finding the Shade of a Surface
The total reflection from a point, both
color and brightness, is the sum of the
ambient, diffuse, and specular
reflections and the emissive light.
This is a combination of properties that
are intrinsic to the surface and
properties that are intrinsic to the light
source.
14. Shading a Mesh
To shade a mesh, the program must
shade each polygon in the mesh
independently.
For large meshes (between 1 million
and 1 billion polygons), this can
consume a significant amount of time.
Animations are out the window.