Lights in the Phong Model 2. What are these? 1. How to compute these?

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Presentation transcript:

Lights in the Phong Model 2. What are these? 1. How to compute these?

Look around you … The light in Seattle: Indirect – background, … ambient Sun light: Direct, very far away – coming from a constant direction (independent of where you are) Light bulb at home: Direct – closer, shines from a fixed point Light from the projector/desk lamp – How would you describe this? credit: nasa.gov/Radiation_Expl anation.html credit: design.com/products- page/ product-tolomeo-desk-lamp

What is Ambient Light? Not in the real world! Implementation dependent! – constant color added to illumination results – Maya scene filescene file Ambient light Material Property Rendered image

What about the Sun? How would you describe the incoming light source for this scene? flint-hills-national-prairie-us-ks108.htm

Directional Light Rendered image

What about the Light Bulb? How would you describe the light source of these scenes? /03/18/mystic-clusters/

Point Light Rendered image Point Lights

Now, my desk lamp How would you describe the light source of these scenes?

Spot Light θ

Rendered image Maya Scene Cone boundaries

Spotlight bounds θ Region: fully illuminated Penumbra Region: gradual drop off

Drop off behavior Drop off p=1 p=0.2 p=0.1 p=30 p=20 P>1 P<1

scene No drop off Penumbra region

Implement Penumbra Region θ

Distance Attenuation d

Let user specify each of the components! Maya: OpenGL: Our ToyRayTracer:

General form of Phone Our Ray Tracer implements: