Unit-5 Computer Graphics Part-3
Unit-5 Computer Graphics Part-3
Unit-V Part 3
Topics : Basic Illumination: Ambient Light,
Diffuse Reflection, Specular Reflection, Phong
Model and Combined Approach
Subject Name: Computer Graphics Presented By:
Sachin Kumar Saxena
Subject Code: RCS-603
Assistant Professor
CSE Department
SRMS College of Engineering,Technology &
Research,Bareilly
Illumination models
• Introduction:
– A projection describes only where an object has to be drawn on the projection
plane.
– The determination of visible surfaces also focused only on the question
which objects should be drawn and which ones are hidden from view by others.
– The information where an object should be drawn on the projection plane is not
at all sufficient for a realistic representation of a 3D scene.
– Realistic displays of a scene are obtained by generating perspective projections
of objects and by applying natural lighting effects to the visible surfaces.
– used to calculate the intensity of light that we should see at a given point
on the surface of an object.
– Rays from the source follow radially diverging paths from the source position, as
shown in Figure below:
Il,diff = Kd Il (N.L)
Diffuse
reflection
• We can combine the ambient and point source
intensity calculations to obtain an expression for
the total diffuse reflection.
• In addition, many graphics packages introduce an
ambient-reflection coefficient ka to modify the
ambient light intensity Ia, for each surface.
Diffuse reflection Ka=0
and kd=[0,1]
Diffuse reflection Ka and
kd in [0,1]
Specular reflection and
Phong model
• Specular reflection
• When we look at an illuminated
shiny surface, such as polished metal,
an apple, or a person's forehead, we
see a highlight, or bright spot, at
certain viewing directions.
• This phenomenon, called specular
reflection, is the result of total, or
near total, reflection of the incident
light in a concentrated region around
the specular reflection angle.
Specular reflection and
Phong model
• In this figure, we use
• N unit normal surface
vector
• R to represent the unit
vector in the direction of
• ideal
L specular reflection;
to the vect
represent unit or
directed the light
•Vtoward
as the unit vector
source; to thepoint
pointing
viewer from the surface
position.
Specular reflection and
Phong model
• Phong specular-reflection model
• Shiny surfaces have a narrow specular-reflection
range, and dull surfaces have a wider reflection
range.
• An empirical model for calculating the specular-
reflection range, developed by Phong Bui Tuong
and called the Phong specular- reflection model.
Specular reflection and
Phong model
Specular reflection and
Phong model
• The intensity of specular reflection depends on the
material properties of the surface and the angle of
incidence, as well as other factors such as the
• polarization and color of themodel
We can approximately incident light. intens
monochromatic specular variations ity for
using a specular-reflection
coefficient, W(), surface. each
Ispec = W() Il COS ns
Specular reflection and
Phong model
Ispec = W() Il
COS ns
Specular reflection and
Phong model
Ispec = W() Il COS ns
specular-
reflection
coefficient,
W() for
different
materials
Specular reflection and
Phong model
• We can reasonably model the reflected light
effects by replacing W() with a constant
specular-reflection coefficient ks We then simply
set ks equal to some value in the range 0 to 1 for
each surface.
• Since V and R are unit vectors in the viewing and
specular- reflection directions, we can calculate
the value of cos with the dot product V R.
Ispec = W() Il COS ns
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