Chapter 15
Light Models
Color of a point P on a surface depends on
15.1 Reflected Light
We see objects mainly by the light that they reflect.
Ambient/background Reflection: caIa
Diffuse Reflection: cd Ip (N . L)
Light from point source reflected equally in all directions (e.g., at dull surfaces).
- Ip = Intensity of source light
- N = Unit vector normal to the plane
- L = Unit vector directed to light source
- N . L = cos
: light reflected decreases by this factor (Lambert's cosine law)
- Major contribution to color of point.
Specular Reflection (Phong): csIp(V . R)n
Light from point source deflected back (e.g., at flat and smooth surfaces).
- V = Unit vector directed to viewer
- R = Unit vector symmetric to L
- R . V = cos
: light reflected decreases by this factor (Lambert’s cosine law)
- Major contributor to shine of surface
Notes
- Formulas of the form ca Ia + cdIp(N . L) + csIp(V . R)n apply to each principal color with possible variations in the values of the
coefficients.
- The intensity of light reduces with the distance from the source. Theoretically, Ip should be replaced with Ip
D2 , but Ip ___
D+D0 give
better results.
- Scattering of lights (e.g. by dust, transparent materials) not considered here.