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Illumination Models (Lambertian / Diffuse / Matte / Body Reflection…
Illumination Models
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Specular
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between R and V
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high n -> glossy , rapid fall off, sharp highlights
low n -> matte, slow fall off, spread out, more diffused highlights
Variations caused by:
Surface Materia;
self - luminous : can emit light, e.g. jellyfish
refractive: change in the direction of light due to change in
transmission medium, e.g. water , glass
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reflective
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Specular: light is reflected from a surface in the same angle as
the incident ray e.g. glossy surfaces
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Isotropic
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otherwise, anisotropic
e.g. rocks, stuff with asymmetric texture will look diff. dependent on viewing angle
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Method
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Full Ray Trace: take all rays of lights, consider their recursive relationship. computationally complex