SlideShare a Scribd company logo
1 of 45
1
2
Specular Reflection
• Specular reflection is the result of total, or near
total reflection of the incident light in a
concentrated region around the specular-reflection
angle.
• Shiny surfaces have a narrow specular-reflection
range.
• Dull surfaces have a wider reflection range.
3
Specular Reflection
Figure 13 shows the specular reflection
direction at a point on the
illuminated surface. In this figure,
• R represents the unit vector in
the direction of specular reflection;
• L – unit vector directed toward the
point light source;
• V – unit vector pointing to the viewer from the surface
position;
• Angle Φ is the viewing angle relative to the specular-
reflection direction R.
Fig. 13
Modeling specular reflection.
N
L
To Light Source
θ θ
R
VΦ
4
Phong Model
Phong model is an empirical model for calculating the
specular-reflection range:
• Sets the intensity of specular reflection proportional to
cosns
Φ;
• Angle Φ assigned values in the range 0o
to 90o
, so that
cosΦ values from 0 to 1;
• Specular-reflection parameter ns
is determined by the
type of surface,
• Specular-reflection coefficient ks
equal to some value
in the range 0 to 1 for each surface.
5
Phong Model
• Very shiny surface is modeled with a large value for ns
(say, 100 or more);
• Small values are used for duller surfaces.
• For perfect reflector (perfect mirror), ns
is infinite;
N
L
R
Shiny Surface (Large ns)
N
L
R
Dull Surface
(Small ns)
Fig. 14
Modeling specular reflection with parameter ns.
6
Phong Model
cosns
Φ
Φ
Fig. 15
Plots of cosns
Φ for several values of specular parameter ns.
7
Specular reflection coefficient(W(0))
It gives the model monochromatic specular intensity variations ,
over the range 0< 0< 90 . W(0) increases as angle of incidence
increases .
Phong specular –reflection model
I = W(0) I cos ospec L
ns
Where I is the intensity of the light source and o is the
viewing angle relative to the specular reflection direction R.
L
8
Approximation variation
of the specular-reflection
coefficient as a function
of angle of incidence for
different materials.
9
Phong Model
Phong specular-reflection model:
Ispec
= ks
Il
cosns
Φ
Since V and R are unit
vectors in the viewing
and specular-reflection
directions, we can
calculate the value of
cosns
Φ with the dot
product V.
R.
Ispec
= ks
Il
(V.
R)ns
Fig. 13
Modeling specular reflection.
N
L
To Light Source
θ θ
R
VΦ
10
Phong Model
R + L = (2N.
L)N
R = (2N.
L)N-L
N
L
R
N.
L
L
Fig. 16
Calculation of vector R by considering projections onto the direction of the normal vector N.
11
Phong Model
N
L
R
VΦ
Fig. 17
Halfway vector H along the bisector of the angle between L and V.
H
α
α = Φ/2
H = (L + V)/|(L + V)|
Ispec
= ks
Il
(N.
H)ns
12
Specular Reflection - Example
Fig. 18
Phong shading polygons with specular reflection.
13
Specular reflections from a spherical surface for varying
specular parameter values and a single light source.
14
Combine Diffuse & Specular
Reflections
For a single point light source, we can model
the combined diffuse and specular reflections
from a point on an illuminated surface as
I = Idiff
+ Ispec
I = ka
Ia
+ kd
Il
(N.
L) + ks
Il
(N.
H)ns
15
Combine Diffuse & Specular
Reflections with Multiple Light
Sources
If we place more than one point source in a
scene, we obtain the light reflection at any
surface point by summing the contributions
from the individual sources:
I = ka
Ia
+ Σn
i=1
Ili
[kd
(N.
Li
) + ks
(N.
Hi
)ns
]
16
WIRE-FRAME SCENE
17
ambient illumination example
18
Phong Shaded polygons with diffuse reflection
19
Phong shaded polygons with specular reflection
20
Warn Model
• The warn model provides a method for simulating studio
lighting effects by controlling light intensity in different
directions.
• Light sources are modelled as point on a reflecting surface,
using Phong model for the surface points . Then the intensity in
different directions is controlled by selecting values for the
Phong exponent.
In addition, light controls and spotlighting, can be simulated in
the warn model . Flaps are used to control the amount of light
emitted by a source in various directions . Two flaps are
provided for each of the x,y and z directions .
Spotlights are used to control the amount of light emitted
within a cone with apex at a point source position.
21
Studio lighting effect produced by
warn model
22
• As radiant energy from a point light source travels through space,
its amplitude is attenuated by the factor l/d, where d is the
distance that the light has traveled. ie. surface close to the light
source (small d) receives a higher incident intensity from the
source than a distant surface (large d).
• To produce realistic lighting effects, our illumination model
should take this intensity attenuation into account. Otherwise, we
are illuminating all surfaces with the same intensity, no matter
how far they might be from the light source. If two parallel
surfaces with the same optical parameters overlap, they would be
indistinguishable from each other. The two surfaces would be
displayed as one surface.
2
Intensity Attenuation
23
Intensity Attenuation
24
• Our simple point-source illumination model, however, does not
always produce realistic pictures, if we use the factor l/d to
attenuate intensities. The factor l/d produces too much intensity
variations when d is small, and it produces very little variation
when d is large. This is because real scenes are usually not
illuminated with point light sources , and our illumination model
is too simple to accurately describe red lighting effects.
• Graphics packages uses the inverse linear or quadratic functions of
d to attenuate intensities.
F(d)=1/a + a d + a d
2
2
o 1 2
2
where ao,a1,a2 are coefficients to obtain a variety of lighting
effects for a scene.
25
• With a given set of attenuation coefficients , the magnitude of the
attenuation function can be limit to 1, as
F(d)=min(1,1/a + a d + a d )o 1 2
2
• Using this function , basis illumination model can be written
as:-
I = ka
Ia
+ Σn
i=1
f(d )Ili
[kd
(N.
Li
) + ks
(N.
Hi
)ns
]i
Where di is the distance , light has travelled from a light
source i.
Color considerations
The basic illumination model considers only
the monochromatic lighting effects. To
incorporate these, intensity equation is to be
written as a function of the color properties of
light sources and object surfaces.
STEPS
• For an RGB description, each color in a
scene is expressed in terms of red green
blue components .
• We then specify the RGB components of
light source intensity and surface colors,
and illumination model calculates the RGB
component of the reflected light.
INCORPORATING
COLOR
IN
INTENSITY EQUATIONS
1.
• To set surface colors ,specify the reflectivity
coefficients vectors, for eg., diffuse reflection
would have k(dr),k(dg),k(db) components.
• For a blue surface,the intensity equation is :
• I = kab
Iab
+ Σn
i=1
f(d )Ilbi
[kdb
(N.
Li
) + ksb
(N.
Hi
)ns
]
• Here,k(dr)=k(dg)=0 ; k(db) has value in range 0 to
1.
2.
• Another method for setting surface color is to specify the
components of diffuse and specular color vectors for each
surface ,without changes in reflectivity coefficients.
• For an RGB color representation the components of these two
surfaces color vector can be denoted as ( Sdr,
Sdg
,Sdb
) and (SSr
SSg
SSb
).the blue light component of reflected light is calculated as
:
• I = ka
Sdb
Iab
+ Σn
i=1
f(d )Ilbi
[kd
Sdb
(N.
Li
) + ks
SSb
(N.
Hi
)ns
]
• This approach is more flexible,since color parameters can be
set independently from reflectivity values.
• We can simply represent any component of a color
specification with its spectral wavelength lambda
”λ”.
• Then,
• I = ka
Sdλ
Iaλ
+ Σn
i=1
f(d )Ilλi
[kd
Sdλ
(N.
Li
) + ks
SSλ
(N.
Hi
)ns
]
**spectral wavelength is the different wavelength
assigned to the various colours in the spectrum.**
TRANSPERENCY
A transparent surfaces produces both reflected and
transmitted light. The relative contribution of the
transmitted light depends on the degree of
transparency of the surface and whether any light
sources or illuminated surfaces are behind the
transparent surfaces.
Both diffuse and specular transmissions can take
place at the surfaces of transparent object.
Diffuse reflections are helpful when a blurred
image of background surface is to be obtained.
When a light is incident on a surface :
Part of it is reflected,Part of it is refracted.
Due to difference of speed of light in different mediums,the path
of light changes.
When the light leaves the media to enter the media it was
previously in, its path become parallel to what it previously was,
as shown in the figure.
Snells’ law :
Angle of refraction θi
,the index of refraction ηi
of incident
material , the index of refraction ηi
of refracting material
then,
Sineθr
=(ηi/
ηr
)sinθi
Index of refraction of a material is a function of the
wavelength of the incident light,so that the different
components of a light ray will be refracted at
different angles.
We can use average refractive index for the
different materials modelled In a scene.
The refractive index of air is approximately one,and
crown glass is 1.5.
Since trignometric functions arent always feasible to
find out,refraction is modelled by simply shifting
the path of incident light a small amount.
TRANSFORMATION VECTOR
Transformation vector can be used to locate
intersections of the refraction path with
objects behind the transparent surface.
To produce realistic display, this
determination is very necessary, and also
require considerable computation.
If N is the unit surface normal,
L is the unit vector in the direction of light
source,
Unit transformation vector T in the refracted
direction of refracted ray,
T={(ηi/
ηr
)cosθi
–cosθr
}N-(ηi/
ηr
)L
A new approach involves ignoring the path shift
altogether, to avoid cumbersome operations.
• This is helpful for thin surfaces.
• This is a speed-up process, but might pose
problems when thin multilayer surfaces are
involved.
• We can combine the transmitted intensity Itrans
through
a surface from a background object with the intensity
Irefl
from the transparent surface using transparency
coefficient Kt
. Parameter Kt
is assigned value
between 0 and 1 to specify how much background
light is to be transmitted.
• Total surface intensity is calculated as:
I=(1- Kt
)Irefl
+Kt
Itrans
1- Kt
is called the opacity factor
Shadows
• Shadows areas are those surfaces areas or
sections that cannot be seen from the light
source.
• Shadows can be treated as surface patterns
and stored in pattern arrays.
• Shadows patterns generated by hidden surface
methods are valid for any selected viewing
positions as long as the light source positions
are not changed.
• Surface that are visible from view position are
shaded according to lighting pattern for that
particular view, combined with texture
patterns in that view if any.
• Shadow areas can be displayed only with
ambient light intensity.
OPACITY FACTOR
• Values from 0 to 1.
• Opacity high : near 1,transmit very little
from background images.
• Opacity low : near 0,transmit a lot more
from background images.
• Transparent effects are often implemented with the z-
buffer algorithms.
*process opaque objects first to determine depths
for the visible opaque surface.
*then, depth position of transparent objects are
compared to values previously stored in depth buffer.
*then, reflective individual intensity of the
individual surface(stored in frame buffer),combined
with intensity change due to transparent surface is
calculated, and new intensity determined.
*additional storage for parameters of transparent
surface(like depths) can be used for accuracy and
speed.
45

More Related Content

What's hot

Perspective projection
Perspective projectionPerspective projection
Perspective projectionPranjalDas25
 
hidden surface elimination using z buffer algorithm
hidden surface elimination using z buffer algorithmhidden surface elimination using z buffer algorithm
hidden surface elimination using z buffer algorithmrajivagarwal23dei
 
Projection In Computer Graphics
Projection In Computer GraphicsProjection In Computer Graphics
Projection In Computer GraphicsSanu Philip
 
COLOR CRT MONITORS IN COMPUTER GRAPHICS
COLOR CRT MONITORS IN COMPUTER GRAPHICSCOLOR CRT MONITORS IN COMPUTER GRAPHICS
COLOR CRT MONITORS IN COMPUTER GRAPHICSnehrurevathy
 
3D Graphics : Computer Graphics Fundamentals
3D Graphics : Computer Graphics Fundamentals3D Graphics : Computer Graphics Fundamentals
3D Graphics : Computer Graphics FundamentalsMuhammed Afsal Villan
 
Midpoint circle algo
Midpoint circle algoMidpoint circle algo
Midpoint circle algoMohd Arif
 
Window to viewport transformation&amp;matrix representation of homogeneous co...
Window to viewport transformation&amp;matrix representation of homogeneous co...Window to viewport transformation&amp;matrix representation of homogeneous co...
Window to viewport transformation&amp;matrix representation of homogeneous co...Mani Kanth
 
CS 354 Transformation, Clipping, and Culling
CS 354 Transformation, Clipping, and CullingCS 354 Transformation, Clipping, and Culling
CS 354 Transformation, Clipping, and CullingMark Kilgard
 
Graphics Lecture 7
Graphics Lecture 7Graphics Lecture 7
Graphics Lecture 7Saiful Islam
 
Raster Scan Graphics, Line Drawing Algorithm and Circle Drawing Algorithm
Raster Scan Graphics, Line Drawing Algorithm and Circle Drawing Algorithm Raster Scan Graphics, Line Drawing Algorithm and Circle Drawing Algorithm
Raster Scan Graphics, Line Drawing Algorithm and Circle Drawing Algorithm Aparna Joshi
 
Visible Surface Detection
Visible Surface DetectionVisible Surface Detection
Visible Surface DetectionAmitBiswas99
 
Unit 3
Unit 3Unit 3
Unit 3ypnrao
 
Color Image Processing: Basics
Color Image Processing: BasicsColor Image Processing: Basics
Color Image Processing: BasicsA B Shinde
 

What's hot (20)

Perspective projection
Perspective projectionPerspective projection
Perspective projection
 
hidden surface elimination using z buffer algorithm
hidden surface elimination using z buffer algorithmhidden surface elimination using z buffer algorithm
hidden surface elimination using z buffer algorithm
 
Projection
ProjectionProjection
Projection
 
Illumination Models & Shading
Illumination Models & ShadingIllumination Models & Shading
Illumination Models & Shading
 
Projection In Computer Graphics
Projection In Computer GraphicsProjection In Computer Graphics
Projection In Computer Graphics
 
Shading methods
Shading methodsShading methods
Shading methods
 
3 d display methods
3 d display methods3 d display methods
3 d display methods
 
Ray tracing
Ray tracingRay tracing
Ray tracing
 
3 d display-methods
3 d display-methods3 d display-methods
3 d display-methods
 
COLOR CRT MONITORS IN COMPUTER GRAPHICS
COLOR CRT MONITORS IN COMPUTER GRAPHICSCOLOR CRT MONITORS IN COMPUTER GRAPHICS
COLOR CRT MONITORS IN COMPUTER GRAPHICS
 
3D Graphics : Computer Graphics Fundamentals
3D Graphics : Computer Graphics Fundamentals3D Graphics : Computer Graphics Fundamentals
3D Graphics : Computer Graphics Fundamentals
 
Midpoint circle algo
Midpoint circle algoMidpoint circle algo
Midpoint circle algo
 
Window to viewport transformation&amp;matrix representation of homogeneous co...
Window to viewport transformation&amp;matrix representation of homogeneous co...Window to viewport transformation&amp;matrix representation of homogeneous co...
Window to viewport transformation&amp;matrix representation of homogeneous co...
 
Image enhancement
Image enhancementImage enhancement
Image enhancement
 
CS 354 Transformation, Clipping, and Culling
CS 354 Transformation, Clipping, and CullingCS 354 Transformation, Clipping, and Culling
CS 354 Transformation, Clipping, and Culling
 
Graphics Lecture 7
Graphics Lecture 7Graphics Lecture 7
Graphics Lecture 7
 
Raster Scan Graphics, Line Drawing Algorithm and Circle Drawing Algorithm
Raster Scan Graphics, Line Drawing Algorithm and Circle Drawing Algorithm Raster Scan Graphics, Line Drawing Algorithm and Circle Drawing Algorithm
Raster Scan Graphics, Line Drawing Algorithm and Circle Drawing Algorithm
 
Visible Surface Detection
Visible Surface DetectionVisible Surface Detection
Visible Surface Detection
 
Unit 3
Unit 3Unit 3
Unit 3
 
Color Image Processing: Basics
Color Image Processing: BasicsColor Image Processing: Basics
Color Image Processing: Basics
 

Similar to graphics notes

illumination model in Computer Graphics by irru pychukar
illumination model in Computer Graphics by irru pychukarillumination model in Computer Graphics by irru pychukar
illumination model in Computer Graphics by irru pychukarsyedArr
 
Phong Shading over any Polygonal Surface
Phong Shading over any Polygonal Surface Phong Shading over any Polygonal Surface
Phong Shading over any Polygonal Surface Bhuvnesh Pratap
 
Reflection and refraction at home & curved surfaces
Reflection and refraction at home & curved surfacesReflection and refraction at home & curved surfaces
Reflection and refraction at home & curved surfacesMohammad Arman Bin Aziz
 
matdid950092.pdf
matdid950092.pdfmatdid950092.pdf
matdid950092.pdflencho3d
 
illuminationmodelsshading-200501081735 (1).pdf
illuminationmodelsshading-200501081735 (1).pdfilluminationmodelsshading-200501081735 (1).pdf
illuminationmodelsshading-200501081735 (1).pdfSayantanMajhi2
 
Computer Vision: Shape from Specularities and Motion
Computer Vision: Shape from Specularities and MotionComputer Vision: Shape from Specularities and Motion
Computer Vision: Shape from Specularities and MotionDamian T. Gordon
 
294793298-Physics-PROJECT-class-12th.pdf
294793298-Physics-PROJECT-class-12th.pdf294793298-Physics-PROJECT-class-12th.pdf
294793298-Physics-PROJECT-class-12th.pdfShailendraGupta648297
 
Lighting and shading
Lighting and shadingLighting and shading
Lighting and shadingeshveeen
 
reflectionoflight-100829070425-phpapp02 (1).pdf
reflectionoflight-100829070425-phpapp02 (1).pdfreflectionoflight-100829070425-phpapp02 (1).pdf
reflectionoflight-100829070425-phpapp02 (1).pdfGretchenJavier1
 
Heckbert p s__adaptive_radiosity_textures_for_bidirectional_r
Heckbert p s__adaptive_radiosity_textures_for_bidirectional_rHeckbert p s__adaptive_radiosity_textures_for_bidirectional_r
Heckbert p s__adaptive_radiosity_textures_for_bidirectional_rXavier Davias
 

Similar to graphics notes (20)

illumination model in Computer Graphics by irru pychukar
illumination model in Computer Graphics by irru pychukarillumination model in Computer Graphics by irru pychukar
illumination model in Computer Graphics by irru pychukar
 
Light effect
Light effectLight effect
Light effect
 
Phong Shading over any Polygonal Surface
Phong Shading over any Polygonal Surface Phong Shading over any Polygonal Surface
Phong Shading over any Polygonal Surface
 
CS 354 Lighting
CS 354 LightingCS 354 Lighting
CS 354 Lighting
 
Reflection and refraction at home & curved surfaces
Reflection and refraction at home & curved surfacesReflection and refraction at home & curved surfaces
Reflection and refraction at home & curved surfaces
 
matdid950092.pdf
matdid950092.pdfmatdid950092.pdf
matdid950092.pdf
 
Class XII-OPTICS.pdf
Class XII-OPTICS.pdfClass XII-OPTICS.pdf
Class XII-OPTICS.pdf
 
illuminationmodelsshading-200501081735 (1).pdf
illuminationmodelsshading-200501081735 (1).pdfilluminationmodelsshading-200501081735 (1).pdf
illuminationmodelsshading-200501081735 (1).pdf
 
Computer Vision: Shape from Specularities and Motion
Computer Vision: Shape from Specularities and MotionComputer Vision: Shape from Specularities and Motion
Computer Vision: Shape from Specularities and Motion
 
294793298-Physics-PROJECT-class-12th.pdf
294793298-Physics-PROJECT-class-12th.pdf294793298-Physics-PROJECT-class-12th.pdf
294793298-Physics-PROJECT-class-12th.pdf
 
Lighting and shading
Lighting and shadingLighting and shading
Lighting and shading
 
RAY OPTICS.pdf
RAY OPTICS.pdfRAY OPTICS.pdf
RAY OPTICS.pdf
 
Lighting and shading
Lighting and shadingLighting and shading
Lighting and shading
 
Ch31 ssm
Ch31 ssmCh31 ssm
Ch31 ssm
 
3.2 form 4 light
3.2 form 4 light3.2 form 4 light
3.2 form 4 light
 
reflectionoflight-100829070425-phpapp02 (1).pdf
reflectionoflight-100829070425-phpapp02 (1).pdfreflectionoflight-100829070425-phpapp02 (1).pdf
reflectionoflight-100829070425-phpapp02 (1).pdf
 
Heckbert p s__adaptive_radiosity_textures_for_bidirectional_r
Heckbert p s__adaptive_radiosity_textures_for_bidirectional_rHeckbert p s__adaptive_radiosity_textures_for_bidirectional_r
Heckbert p s__adaptive_radiosity_textures_for_bidirectional_r
 
047_Lakhan Sharma.pdf
047_Lakhan Sharma.pdf047_Lakhan Sharma.pdf
047_Lakhan Sharma.pdf
 
Ray Tracing.pdf
Ray Tracing.pdfRay Tracing.pdf
Ray Tracing.pdf
 
wave pro.....
wave pro.....wave pro.....
wave pro.....
 

More from Sonia Pahuja

numerical method solutions
numerical method solutionsnumerical method solutions
numerical method solutionsSonia Pahuja
 
Bisection method solved questions
Bisection method solved questionsBisection method solved questions
Bisection method solved questionsSonia Pahuja
 
raster and random scan
raster and random scanraster and random scan
raster and random scanSonia Pahuja
 
Graphics exercise (b.tech)
Graphics exercise (b.tech)Graphics exercise (b.tech)
Graphics exercise (b.tech)Sonia Pahuja
 
Graphics exercise (b.tech)
Graphics exercise (b.tech)Graphics exercise (b.tech)
Graphics exercise (b.tech)Sonia Pahuja
 
Surajkund Mella Faridabad
Surajkund Mella FaridabadSurajkund Mella Faridabad
Surajkund Mella FaridabadSonia Pahuja
 
Determinant Matlab Code
Determinant Matlab CodeDeterminant Matlab Code
Determinant Matlab CodeSonia Pahuja
 
CODE Data Structures
CODE Data StructuresCODE Data Structures
CODE Data StructuresSonia Pahuja
 
DATABASE MANAGEMENT SYSTEM
DATABASE MANAGEMENT SYSTEMDATABASE MANAGEMENT SYSTEM
DATABASE MANAGEMENT SYSTEMSonia Pahuja
 
Introduction to sets
Introduction to setsIntroduction to sets
Introduction to setsSonia Pahuja
 

More from Sonia Pahuja (14)

numerical method solutions
numerical method solutionsnumerical method solutions
numerical method solutions
 
Bisection method solved questions
Bisection method solved questionsBisection method solved questions
Bisection method solved questions
 
raster and random scan
raster and random scanraster and random scan
raster and random scan
 
Scanfill polygon
Scanfill polygonScanfill polygon
Scanfill polygon
 
Graphics exercise (b.tech)
Graphics exercise (b.tech)Graphics exercise (b.tech)
Graphics exercise (b.tech)
 
Graphics exercise (b.tech)
Graphics exercise (b.tech)Graphics exercise (b.tech)
Graphics exercise (b.tech)
 
Surajkund Mella Faridabad
Surajkund Mella FaridabadSurajkund Mella Faridabad
Surajkund Mella Faridabad
 
Business Ethics
Business Ethics Business Ethics
Business Ethics
 
Determinant Matlab Code
Determinant Matlab CodeDeterminant Matlab Code
Determinant Matlab Code
 
Gaussel Method
Gaussel MethodGaussel Method
Gaussel Method
 
CODE Data Structures
CODE Data StructuresCODE Data Structures
CODE Data Structures
 
DATABASE MANAGEMENT SYSTEM
DATABASE MANAGEMENT SYSTEMDATABASE MANAGEMENT SYSTEM
DATABASE MANAGEMENT SYSTEM
 
Introduction to sets
Introduction to setsIntroduction to sets
Introduction to sets
 
Data Link Control
Data Link ControlData Link Control
Data Link Control
 

Recently uploaded

VIP Call Girls Service Kondapur Hyderabad Call +91-8250192130
VIP Call Girls Service Kondapur Hyderabad Call +91-8250192130VIP Call Girls Service Kondapur Hyderabad Call +91-8250192130
VIP Call Girls Service Kondapur Hyderabad Call +91-8250192130Suhani Kapoor
 
Call Girls in Nagpur Suman Call 7001035870 Meet With Nagpur Escorts
Call Girls in Nagpur Suman Call 7001035870 Meet With Nagpur EscortsCall Girls in Nagpur Suman Call 7001035870 Meet With Nagpur Escorts
Call Girls in Nagpur Suman Call 7001035870 Meet With Nagpur EscortsCall Girls in Nagpur High Profile
 
Call Girls Delhi {Jodhpur} 9711199012 high profile service
Call Girls Delhi {Jodhpur} 9711199012 high profile serviceCall Girls Delhi {Jodhpur} 9711199012 high profile service
Call Girls Delhi {Jodhpur} 9711199012 high profile servicerehmti665
 
MANUFACTURING PROCESS-II UNIT-5 NC MACHINE TOOLS
MANUFACTURING PROCESS-II UNIT-5 NC MACHINE TOOLSMANUFACTURING PROCESS-II UNIT-5 NC MACHINE TOOLS
MANUFACTURING PROCESS-II UNIT-5 NC MACHINE TOOLSSIVASHANKAR N
 
Sheet Pile Wall Design and Construction: A Practical Guide for Civil Engineer...
Sheet Pile Wall Design and Construction: A Practical Guide for Civil Engineer...Sheet Pile Wall Design and Construction: A Practical Guide for Civil Engineer...
Sheet Pile Wall Design and Construction: A Practical Guide for Civil Engineer...Dr.Costas Sachpazis
 
HARMONY IN THE NATURE AND EXISTENCE - Unit-IV
HARMONY IN THE NATURE AND EXISTENCE - Unit-IVHARMONY IN THE NATURE AND EXISTENCE - Unit-IV
HARMONY IN THE NATURE AND EXISTENCE - Unit-IVRajaP95
 
Analog to Digital and Digital to Analog Converter
Analog to Digital and Digital to Analog ConverterAnalog to Digital and Digital to Analog Converter
Analog to Digital and Digital to Analog ConverterAbhinavSharma374939
 
Porous Ceramics seminar and technical writing
Porous Ceramics seminar and technical writingPorous Ceramics seminar and technical writing
Porous Ceramics seminar and technical writingrakeshbaidya232001
 
Microscopic Analysis of Ceramic Materials.pptx
Microscopic Analysis of Ceramic Materials.pptxMicroscopic Analysis of Ceramic Materials.pptx
Microscopic Analysis of Ceramic Materials.pptxpurnimasatapathy1234
 
(MEERA) Dapodi Call Girls Just Call 7001035870 [ Cash on Delivery ] Pune Escorts
(MEERA) Dapodi Call Girls Just Call 7001035870 [ Cash on Delivery ] Pune Escorts(MEERA) Dapodi Call Girls Just Call 7001035870 [ Cash on Delivery ] Pune Escorts
(MEERA) Dapodi Call Girls Just Call 7001035870 [ Cash on Delivery ] Pune Escortsranjana rawat
 
ZXCTN 5804 / ZTE PTN / ZTE POTN / ZTE 5804 PTN / ZTE POTN 5804 ( 100/200 GE Z...
ZXCTN 5804 / ZTE PTN / ZTE POTN / ZTE 5804 PTN / ZTE POTN 5804 ( 100/200 GE Z...ZXCTN 5804 / ZTE PTN / ZTE POTN / ZTE 5804 PTN / ZTE POTN 5804 ( 100/200 GE Z...
ZXCTN 5804 / ZTE PTN / ZTE POTN / ZTE 5804 PTN / ZTE POTN 5804 ( 100/200 GE Z...ZTE
 
Study on Air-Water & Water-Water Heat Exchange in a Finned Tube Exchanger
Study on Air-Water & Water-Water Heat Exchange in a Finned Tube ExchangerStudy on Air-Water & Water-Water Heat Exchange in a Finned Tube Exchanger
Study on Air-Water & Water-Water Heat Exchange in a Finned Tube ExchangerAnamika Sarkar
 
Architect Hassan Khalil Portfolio for 2024
Architect Hassan Khalil Portfolio for 2024Architect Hassan Khalil Portfolio for 2024
Architect Hassan Khalil Portfolio for 2024hassan khalil
 
Decoding Kotlin - Your guide to solving the mysterious in Kotlin.pptx
Decoding Kotlin - Your guide to solving the mysterious in Kotlin.pptxDecoding Kotlin - Your guide to solving the mysterious in Kotlin.pptx
Decoding Kotlin - Your guide to solving the mysterious in Kotlin.pptxJoão Esperancinha
 
Model Call Girl in Narela Delhi reach out to us at 🔝8264348440🔝
Model Call Girl in Narela Delhi reach out to us at 🔝8264348440🔝Model Call Girl in Narela Delhi reach out to us at 🔝8264348440🔝
Model Call Girl in Narela Delhi reach out to us at 🔝8264348440🔝soniya singh
 
Biology for Computer Engineers Course Handout.pptx
Biology for Computer Engineers Course Handout.pptxBiology for Computer Engineers Course Handout.pptx
Biology for Computer Engineers Course Handout.pptxDeepakSakkari2
 
Introduction and different types of Ethernet.pptx
Introduction and different types of Ethernet.pptxIntroduction and different types of Ethernet.pptx
Introduction and different types of Ethernet.pptxupamatechverse
 
Structural Analysis and Design of Foundations: A Comprehensive Handbook for S...
Structural Analysis and Design of Foundations: A Comprehensive Handbook for S...Structural Analysis and Design of Foundations: A Comprehensive Handbook for S...
Structural Analysis and Design of Foundations: A Comprehensive Handbook for S...Dr.Costas Sachpazis
 
OSVC_Meta-Data based Simulation Automation to overcome Verification Challenge...
OSVC_Meta-Data based Simulation Automation to overcome Verification Challenge...OSVC_Meta-Data based Simulation Automation to overcome Verification Challenge...
OSVC_Meta-Data based Simulation Automation to overcome Verification Challenge...Soham Mondal
 
(ANVI) Koregaon Park Call Girls Just Call 7001035870 [ Cash on Delivery ] Pun...
(ANVI) Koregaon Park Call Girls Just Call 7001035870 [ Cash on Delivery ] Pun...(ANVI) Koregaon Park Call Girls Just Call 7001035870 [ Cash on Delivery ] Pun...
(ANVI) Koregaon Park Call Girls Just Call 7001035870 [ Cash on Delivery ] Pun...ranjana rawat
 

Recently uploaded (20)

VIP Call Girls Service Kondapur Hyderabad Call +91-8250192130
VIP Call Girls Service Kondapur Hyderabad Call +91-8250192130VIP Call Girls Service Kondapur Hyderabad Call +91-8250192130
VIP Call Girls Service Kondapur Hyderabad Call +91-8250192130
 
Call Girls in Nagpur Suman Call 7001035870 Meet With Nagpur Escorts
Call Girls in Nagpur Suman Call 7001035870 Meet With Nagpur EscortsCall Girls in Nagpur Suman Call 7001035870 Meet With Nagpur Escorts
Call Girls in Nagpur Suman Call 7001035870 Meet With Nagpur Escorts
 
Call Girls Delhi {Jodhpur} 9711199012 high profile service
Call Girls Delhi {Jodhpur} 9711199012 high profile serviceCall Girls Delhi {Jodhpur} 9711199012 high profile service
Call Girls Delhi {Jodhpur} 9711199012 high profile service
 
MANUFACTURING PROCESS-II UNIT-5 NC MACHINE TOOLS
MANUFACTURING PROCESS-II UNIT-5 NC MACHINE TOOLSMANUFACTURING PROCESS-II UNIT-5 NC MACHINE TOOLS
MANUFACTURING PROCESS-II UNIT-5 NC MACHINE TOOLS
 
Sheet Pile Wall Design and Construction: A Practical Guide for Civil Engineer...
Sheet Pile Wall Design and Construction: A Practical Guide for Civil Engineer...Sheet Pile Wall Design and Construction: A Practical Guide for Civil Engineer...
Sheet Pile Wall Design and Construction: A Practical Guide for Civil Engineer...
 
HARMONY IN THE NATURE AND EXISTENCE - Unit-IV
HARMONY IN THE NATURE AND EXISTENCE - Unit-IVHARMONY IN THE NATURE AND EXISTENCE - Unit-IV
HARMONY IN THE NATURE AND EXISTENCE - Unit-IV
 
Analog to Digital and Digital to Analog Converter
Analog to Digital and Digital to Analog ConverterAnalog to Digital and Digital to Analog Converter
Analog to Digital and Digital to Analog Converter
 
Porous Ceramics seminar and technical writing
Porous Ceramics seminar and technical writingPorous Ceramics seminar and technical writing
Porous Ceramics seminar and technical writing
 
Microscopic Analysis of Ceramic Materials.pptx
Microscopic Analysis of Ceramic Materials.pptxMicroscopic Analysis of Ceramic Materials.pptx
Microscopic Analysis of Ceramic Materials.pptx
 
(MEERA) Dapodi Call Girls Just Call 7001035870 [ Cash on Delivery ] Pune Escorts
(MEERA) Dapodi Call Girls Just Call 7001035870 [ Cash on Delivery ] Pune Escorts(MEERA) Dapodi Call Girls Just Call 7001035870 [ Cash on Delivery ] Pune Escorts
(MEERA) Dapodi Call Girls Just Call 7001035870 [ Cash on Delivery ] Pune Escorts
 
ZXCTN 5804 / ZTE PTN / ZTE POTN / ZTE 5804 PTN / ZTE POTN 5804 ( 100/200 GE Z...
ZXCTN 5804 / ZTE PTN / ZTE POTN / ZTE 5804 PTN / ZTE POTN 5804 ( 100/200 GE Z...ZXCTN 5804 / ZTE PTN / ZTE POTN / ZTE 5804 PTN / ZTE POTN 5804 ( 100/200 GE Z...
ZXCTN 5804 / ZTE PTN / ZTE POTN / ZTE 5804 PTN / ZTE POTN 5804 ( 100/200 GE Z...
 
Study on Air-Water & Water-Water Heat Exchange in a Finned Tube Exchanger
Study on Air-Water & Water-Water Heat Exchange in a Finned Tube ExchangerStudy on Air-Water & Water-Water Heat Exchange in a Finned Tube Exchanger
Study on Air-Water & Water-Water Heat Exchange in a Finned Tube Exchanger
 
Architect Hassan Khalil Portfolio for 2024
Architect Hassan Khalil Portfolio for 2024Architect Hassan Khalil Portfolio for 2024
Architect Hassan Khalil Portfolio for 2024
 
Decoding Kotlin - Your guide to solving the mysterious in Kotlin.pptx
Decoding Kotlin - Your guide to solving the mysterious in Kotlin.pptxDecoding Kotlin - Your guide to solving the mysterious in Kotlin.pptx
Decoding Kotlin - Your guide to solving the mysterious in Kotlin.pptx
 
Model Call Girl in Narela Delhi reach out to us at 🔝8264348440🔝
Model Call Girl in Narela Delhi reach out to us at 🔝8264348440🔝Model Call Girl in Narela Delhi reach out to us at 🔝8264348440🔝
Model Call Girl in Narela Delhi reach out to us at 🔝8264348440🔝
 
Biology for Computer Engineers Course Handout.pptx
Biology for Computer Engineers Course Handout.pptxBiology for Computer Engineers Course Handout.pptx
Biology for Computer Engineers Course Handout.pptx
 
Introduction and different types of Ethernet.pptx
Introduction and different types of Ethernet.pptxIntroduction and different types of Ethernet.pptx
Introduction and different types of Ethernet.pptx
 
Structural Analysis and Design of Foundations: A Comprehensive Handbook for S...
Structural Analysis and Design of Foundations: A Comprehensive Handbook for S...Structural Analysis and Design of Foundations: A Comprehensive Handbook for S...
Structural Analysis and Design of Foundations: A Comprehensive Handbook for S...
 
OSVC_Meta-Data based Simulation Automation to overcome Verification Challenge...
OSVC_Meta-Data based Simulation Automation to overcome Verification Challenge...OSVC_Meta-Data based Simulation Automation to overcome Verification Challenge...
OSVC_Meta-Data based Simulation Automation to overcome Verification Challenge...
 
(ANVI) Koregaon Park Call Girls Just Call 7001035870 [ Cash on Delivery ] Pun...
(ANVI) Koregaon Park Call Girls Just Call 7001035870 [ Cash on Delivery ] Pun...(ANVI) Koregaon Park Call Girls Just Call 7001035870 [ Cash on Delivery ] Pun...
(ANVI) Koregaon Park Call Girls Just Call 7001035870 [ Cash on Delivery ] Pun...
 

graphics notes

  • 1. 1
  • 2. 2 Specular Reflection • Specular reflection is the result of total, or near total reflection of the incident light in a concentrated region around the specular-reflection angle. • Shiny surfaces have a narrow specular-reflection range. • Dull surfaces have a wider reflection range.
  • 3. 3 Specular Reflection Figure 13 shows the specular reflection direction at a point on the illuminated surface. In this figure, • R represents the unit vector in the direction of specular reflection; • L – unit vector directed toward the point light source; • V – unit vector pointing to the viewer from the surface position; • Angle Φ is the viewing angle relative to the specular- reflection direction R. Fig. 13 Modeling specular reflection. N L To Light Source θ θ R VΦ
  • 4. 4 Phong Model Phong model is an empirical model for calculating the specular-reflection range: • Sets the intensity of specular reflection proportional to cosns Φ; • Angle Φ assigned values in the range 0o to 90o , so that cosΦ values from 0 to 1; • Specular-reflection parameter ns is determined by the type of surface, • Specular-reflection coefficient ks equal to some value in the range 0 to 1 for each surface.
  • 5. 5 Phong Model • Very shiny surface is modeled with a large value for ns (say, 100 or more); • Small values are used for duller surfaces. • For perfect reflector (perfect mirror), ns is infinite; N L R Shiny Surface (Large ns) N L R Dull Surface (Small ns) Fig. 14 Modeling specular reflection with parameter ns.
  • 6. 6 Phong Model cosns Φ Φ Fig. 15 Plots of cosns Φ for several values of specular parameter ns.
  • 7. 7 Specular reflection coefficient(W(0)) It gives the model monochromatic specular intensity variations , over the range 0< 0< 90 . W(0) increases as angle of incidence increases . Phong specular –reflection model I = W(0) I cos ospec L ns Where I is the intensity of the light source and o is the viewing angle relative to the specular reflection direction R. L
  • 8. 8 Approximation variation of the specular-reflection coefficient as a function of angle of incidence for different materials.
  • 9. 9 Phong Model Phong specular-reflection model: Ispec = ks Il cosns Φ Since V and R are unit vectors in the viewing and specular-reflection directions, we can calculate the value of cosns Φ with the dot product V. R. Ispec = ks Il (V. R)ns Fig. 13 Modeling specular reflection. N L To Light Source θ θ R VΦ
  • 10. 10 Phong Model R + L = (2N. L)N R = (2N. L)N-L N L R N. L L Fig. 16 Calculation of vector R by considering projections onto the direction of the normal vector N.
  • 11. 11 Phong Model N L R VΦ Fig. 17 Halfway vector H along the bisector of the angle between L and V. H α α = Φ/2 H = (L + V)/|(L + V)| Ispec = ks Il (N. H)ns
  • 12. 12 Specular Reflection - Example Fig. 18 Phong shading polygons with specular reflection.
  • 13. 13 Specular reflections from a spherical surface for varying specular parameter values and a single light source.
  • 14. 14 Combine Diffuse & Specular Reflections For a single point light source, we can model the combined diffuse and specular reflections from a point on an illuminated surface as I = Idiff + Ispec I = ka Ia + kd Il (N. L) + ks Il (N. H)ns
  • 15. 15 Combine Diffuse & Specular Reflections with Multiple Light Sources If we place more than one point source in a scene, we obtain the light reflection at any surface point by summing the contributions from the individual sources: I = ka Ia + Σn i=1 Ili [kd (N. Li ) + ks (N. Hi )ns ]
  • 18. 18 Phong Shaded polygons with diffuse reflection
  • 19. 19 Phong shaded polygons with specular reflection
  • 20. 20 Warn Model • The warn model provides a method for simulating studio lighting effects by controlling light intensity in different directions. • Light sources are modelled as point on a reflecting surface, using Phong model for the surface points . Then the intensity in different directions is controlled by selecting values for the Phong exponent. In addition, light controls and spotlighting, can be simulated in the warn model . Flaps are used to control the amount of light emitted by a source in various directions . Two flaps are provided for each of the x,y and z directions . Spotlights are used to control the amount of light emitted within a cone with apex at a point source position.
  • 21. 21 Studio lighting effect produced by warn model
  • 22. 22 • As radiant energy from a point light source travels through space, its amplitude is attenuated by the factor l/d, where d is the distance that the light has traveled. ie. surface close to the light source (small d) receives a higher incident intensity from the source than a distant surface (large d). • To produce realistic lighting effects, our illumination model should take this intensity attenuation into account. Otherwise, we are illuminating all surfaces with the same intensity, no matter how far they might be from the light source. If two parallel surfaces with the same optical parameters overlap, they would be indistinguishable from each other. The two surfaces would be displayed as one surface. 2 Intensity Attenuation
  • 24. 24 • Our simple point-source illumination model, however, does not always produce realistic pictures, if we use the factor l/d to attenuate intensities. The factor l/d produces too much intensity variations when d is small, and it produces very little variation when d is large. This is because real scenes are usually not illuminated with point light sources , and our illumination model is too simple to accurately describe red lighting effects. • Graphics packages uses the inverse linear or quadratic functions of d to attenuate intensities. F(d)=1/a + a d + a d 2 2 o 1 2 2 where ao,a1,a2 are coefficients to obtain a variety of lighting effects for a scene.
  • 25. 25 • With a given set of attenuation coefficients , the magnitude of the attenuation function can be limit to 1, as F(d)=min(1,1/a + a d + a d )o 1 2 2 • Using this function , basis illumination model can be written as:- I = ka Ia + Σn i=1 f(d )Ili [kd (N. Li ) + ks (N. Hi )ns ]i Where di is the distance , light has travelled from a light source i.
  • 26. Color considerations The basic illumination model considers only the monochromatic lighting effects. To incorporate these, intensity equation is to be written as a function of the color properties of light sources and object surfaces.
  • 27. STEPS • For an RGB description, each color in a scene is expressed in terms of red green blue components . • We then specify the RGB components of light source intensity and surface colors, and illumination model calculates the RGB component of the reflected light.
  • 29. 1. • To set surface colors ,specify the reflectivity coefficients vectors, for eg., diffuse reflection would have k(dr),k(dg),k(db) components. • For a blue surface,the intensity equation is : • I = kab Iab + Σn i=1 f(d )Ilbi [kdb (N. Li ) + ksb (N. Hi )ns ] • Here,k(dr)=k(dg)=0 ; k(db) has value in range 0 to 1.
  • 30. 2. • Another method for setting surface color is to specify the components of diffuse and specular color vectors for each surface ,without changes in reflectivity coefficients. • For an RGB color representation the components of these two surfaces color vector can be denoted as ( Sdr, Sdg ,Sdb ) and (SSr SSg SSb ).the blue light component of reflected light is calculated as : • I = ka Sdb Iab + Σn i=1 f(d )Ilbi [kd Sdb (N. Li ) + ks SSb (N. Hi )ns ] • This approach is more flexible,since color parameters can be set independently from reflectivity values.
  • 31. • We can simply represent any component of a color specification with its spectral wavelength lambda ”λ”. • Then, • I = ka Sdλ Iaλ + Σn i=1 f(d )Ilλi [kd Sdλ (N. Li ) + ks SSλ (N. Hi )ns ] **spectral wavelength is the different wavelength assigned to the various colours in the spectrum.**
  • 32. TRANSPERENCY A transparent surfaces produces both reflected and transmitted light. The relative contribution of the transmitted light depends on the degree of transparency of the surface and whether any light sources or illuminated surfaces are behind the transparent surfaces. Both diffuse and specular transmissions can take place at the surfaces of transparent object. Diffuse reflections are helpful when a blurred image of background surface is to be obtained.
  • 33.
  • 34. When a light is incident on a surface : Part of it is reflected,Part of it is refracted. Due to difference of speed of light in different mediums,the path of light changes. When the light leaves the media to enter the media it was previously in, its path become parallel to what it previously was, as shown in the figure.
  • 35. Snells’ law : Angle of refraction θi ,the index of refraction ηi of incident material , the index of refraction ηi of refracting material then, Sineθr =(ηi/ ηr )sinθi
  • 36. Index of refraction of a material is a function of the wavelength of the incident light,so that the different components of a light ray will be refracted at different angles. We can use average refractive index for the different materials modelled In a scene. The refractive index of air is approximately one,and crown glass is 1.5. Since trignometric functions arent always feasible to find out,refraction is modelled by simply shifting the path of incident light a small amount.
  • 37. TRANSFORMATION VECTOR Transformation vector can be used to locate intersections of the refraction path with objects behind the transparent surface. To produce realistic display, this determination is very necessary, and also require considerable computation. If N is the unit surface normal, L is the unit vector in the direction of light source,
  • 38. Unit transformation vector T in the refracted direction of refracted ray, T={(ηi/ ηr )cosθi –cosθr }N-(ηi/ ηr )L
  • 39. A new approach involves ignoring the path shift altogether, to avoid cumbersome operations. • This is helpful for thin surfaces. • This is a speed-up process, but might pose problems when thin multilayer surfaces are involved.
  • 40. • We can combine the transmitted intensity Itrans through a surface from a background object with the intensity Irefl from the transparent surface using transparency coefficient Kt . Parameter Kt is assigned value between 0 and 1 to specify how much background light is to be transmitted. • Total surface intensity is calculated as: I=(1- Kt )Irefl +Kt Itrans 1- Kt is called the opacity factor
  • 41. Shadows • Shadows areas are those surfaces areas or sections that cannot be seen from the light source. • Shadows can be treated as surface patterns and stored in pattern arrays.
  • 42. • Shadows patterns generated by hidden surface methods are valid for any selected viewing positions as long as the light source positions are not changed. • Surface that are visible from view position are shaded according to lighting pattern for that particular view, combined with texture patterns in that view if any. • Shadow areas can be displayed only with ambient light intensity.
  • 43. OPACITY FACTOR • Values from 0 to 1. • Opacity high : near 1,transmit very little from background images. • Opacity low : near 0,transmit a lot more from background images.
  • 44. • Transparent effects are often implemented with the z- buffer algorithms. *process opaque objects first to determine depths for the visible opaque surface. *then, depth position of transparent objects are compared to values previously stored in depth buffer. *then, reflective individual intensity of the individual surface(stored in frame buffer),combined with intensity change due to transparent surface is calculated, and new intensity determined. *additional storage for parameters of transparent surface(like depths) can be used for accuracy and speed.
  • 45. 45

Editor's Notes

  1. very shiny surface is modeled with a large value for ns (say, 100 or more), and small values are used for duller surfaces. For perfect reflector (perfect mirror), ns is infinite;
  2. very shiny surface is modeled with a large value for ns (say, 100 or more), and small values are used for duller surfaces. For perfect reflector (perfect mirror), ns is infinite;
  3. very shiny surface is modeled with a large value for ns (say, 100 or more), and small values are used for duller surfaces. For perfect reflector (perfect mirror), ns is infinite;
  4. very shiny surface is modeled with a large value for ns (say, 100 or more), and small values are used for duller surfaces. For perfect reflector (perfect mirror), ns is infinite;