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Published byMarilynn Miles Modified over 8 years ago
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Light
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Intensity calculation = wavelength I( ) = wavelength intensity of light reaching eye I( ) = I diff ( ) + I spec ( ) + I refl ( ) + I trans ( ) + I amb ( ). I diff ( ) = diffuse component of I( ) I spec ( ) = specular component of I( ) I refl ( ) = reflected light component of I( ) I trans ( ) = transmitted light component of I( ) I amb ( ) = ambient component of I( )
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Diffuse reflection I diff ( ) = diffuse component of I( ). I diff ( ) = k diff j S j I Lj ( ) F diff ( ) (N L j ). k diff = diffuse reflectance coefficient; S j = light j shadow coefficient (0 = shadow; 1= no shadow); I Lj ( ) = intensity of light j; F diff ( ) = diffuse reflection curve (object color); N = surface normal; L j = light direction for light j.
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Specular reflection I spec ( ) = specular component of I( ). I spec ( ) = k spec j S j I Lj ( ) F spec ( ) (N H j ) f. k spec = specular reflectance coefficient; S j = light j shadow coefficient (0 = shadow; 1= no shadow); I Lj ( ) = intensity of light j; F spec ( ) = specular reflection curve (white); f = specular exponent; N = surface normal; H j = vector halfway between viewing direction and light. H j = where V and L j are the viewing and light directions.
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Ambient light I amb ( ) = ambient component of I( ). I amb ( ) = k amb E a ( ) F amb ( ). k amb = ambient coefficient; E a ( ) = ambient light intensity of environment; F amb ( ) = ambient reflection curve (usually F amb ( ) = F diff ( )).
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Reflection from other surfaces I refl ( ) = reflected light component of I( ). I refl ( ) = k spec I(R*, ) F spec ( ) A(|R*|). k spec = specular reflectance coefficient; I(R*, ) = intensity of wavelength in reflection ray R*; F spec ( ) = specular reflection curve (usually white); A(|R*|) = distance attenuation of reflection ray R*; R* = reflection ray; |R*| = length of reflection ray R*; R = reflection direction. R = –V + 2 (N V) N where N and V are the normal and view directions.
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Transmitted light I trans ( ) = transmitted light component of I( ). I trans ( ) = k trans I(T*, ) F spec ( ) A(|T*|). k trans = transparency coefficient (0 = opaque; 1 = transparent); I(T*, ) = intensity of wavelength in transmitted ray T*; F spec ( ) = specular reflection curve (usually white); A(|T*|) = distance attenuation of transmitted ray T*; T* = transmitted ray; |T*| = length of reflection ray T*; T = transmitted ray direction. T = ( 1 / 2 )(–V) + (( 1 / 2 )cos( 1 ) – cos( 2 )) N.
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Snell’s Law N = normal direction; V = view direction; T = transmitted ray direction; 1 = refraction index for material 1 (V and N point to material 1); 2 = refraction index for material 2 (T points to material 2); 1 = angle of incidence (cos( 1 ) = N V); 2 = angle of refraction (cos( 2 ) = ( – N) T). Snell’s law:
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Transmitted ray direction T = transmitted ray direction. T = ( 1 / 2 )(–V) + (( 1 / 2 )cos( 1 ) – cos( 2 )) N = ( 1 / 2 )(–V) + (( 1 / 2 )(N V) – cos( 2 )) N. where: N = normal direction; V = view direction; 1 = refraction index for material 1 (V and N point to material 1); 2 = refraction index for material 2 (T points to material 2); 1 = angle of incidence; 2 = angle of refraction. cos( 2 ) =
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Refraction Index Vacuum: 1; Glass (crown): 1.52; Glass (dense flint): 1.66; Water: 1.33; Fused quartz: 1.46.
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Cook-Torrance lighting model I spec ( ) = specular component of I( ). I spec ( ) = F(, ) = Fresnel term; = half of angle between V and L j = angle between H j and L j ; D(m, ) = density of microfacets in direction H j ; = angle between H j and N; m = surface roughness (between 0 and 1); G(N,V,L j ) = masking and shadowing term; V = viewing direction; L j = light direction for light j; N = surface normal; H j = vector halfway between V and L j.
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Fresnel term F(, ) = Fresnel term. where: c = cos( ) = L j H j ; g 2 = 2 + c 2 – 1; = index of refraction at wavelength. When = 0:
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Density and masking terms D(m, ) = density of microfacets in direction H j. m = surface roughness (between 0 and 1.) G(N,V,L j ) = masking and shadowing term.
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