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Published byLaura Haynes Modified over 9 years ago
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Lighting and Shadows CSIS 5838: Graphics and Animation for Gaming
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“Directional” Lamp Type Point source at “infinite” distance (like sun) Shadows based on orthographic projection – All rays essentially parallel at that distance
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“Point Source” Lamp Type Intensity falls off with distance d – K = 1/ad 2 Shadows based on perspective projection – “Elongated”
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“Spot” Lamp Type Illuminates elliptical area in direction of lamp – Centered in direction ϴ of lamp – Out to some maximum angle d Illumination decreases with distance from center – Proportional to cos(ϴ/d) ϴ d -d
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“Skybox” Light Source Light from “all directions” (ambient light) – Represents light reflected from other surfaces – No shadows
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“Skybox” Light Source Often combined with sun for “outdoor lighting” Different spectrum: – Sun: yellow (1.0, 0.95, 0.5) – Hemisphere: “sky blue” (0.8, 0.9, 1.0) Less intensity than sun (around 0.2)
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Movie Lighting 3-point lighting – Key light: Simulates main illumination in scene Sun, overhead lamp, etc. Only source that casts shadows – Fill light: Prevents self-shadowing In front of subject, but on other side of camera Much less intense than key light – Back light: Insures entire body of subject illuminated Behind subject, less intense 4-point lighting: Adds source to illuminate background
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Move Lighting © MovingImageEducation.org
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