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- Rough Approximations:
-
- Use red, green, and blue instead of full spectrum
- Roughly follows the eye's sensitivity
- Forego such complex surface behavior as metals
- Use finite number of point light sources instead of full hemisphere
- Integration changes to summation
- Forego such effects as soft shadows and color bleeding
- BRDF behaves independently on each color
- Treat red, green, and blue as three separate computations
- Forego such effects as iridescence and refraction
- BRDF split into three approximate effects
- Ambient: constant, nondirectional, background light
- Diffuse: light reflected uniformly in all directions
- Specular: light of higher intensity in mirror-reflection direction
- Energy flux L replaced by simple ``intensity'' I
- No pretense of being physically true
- Approximate Intensity Equation:
- (single light source)
- stands for each of red, green, blue
- is the intensity of the light source
(modified for distance)
- accounts for the projected cross-sectional
area of the incoming light
- the k are between 0 and 1 and represent absorbtion factors
- accounts for any highlight effects that
depend on the incoming direction
- use if there is nothing special
- is the mirror reflection angle for the light
- the angle between the view direction and the mirror reflection direction
- accounts for highlights in the
mirror reflection direction
- the superscripts e, a, d, s
stand for emitted, ambient, diffuse,
specular respectively
- sum over each light l if there are more one
CS488/688: Introduction to Interactive Computer Graphics
University of Waterloo
Computer Graphics Lab
cs488@cgl.uwaterloo.ca