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intensity of specular reflection - modeling and renderingintensity of specular reflection based upon material properties of surface and the angle of
phong model or phong specular reflection modelit is an empirical model that is not based on physics although physical observation phong observed here
notes for specular reflection1 in addition to diffuse reflection light sources produce highlights or bright spots termed as specular reflection such
consider a shiny surface along with diffused reflection coefficient consider a shiny surface along with diffused reflection coefficient of 08 and
combined consequence of ambient and diffused reflectionat this time the resulting intensity i will be the total sum of the intensities in case 832
assumption for diffuse reflection - polygon rendering i the diffuse reflections by the surface are scattered along with equal intensity in each
important points about the diffuse reflectionan extremely rough surface appears uniformly bright from each viewing direction q the intensity of
identify a sphere along with a light source above it hence its lower half will not be illuminated in practice in a actual scene this lower half would
ambient reflection-polygon rendering amp ray tracing methodswhen we go for the examiner of light effects so surroundings play a significant role and
categories of reflection - ray tracing methodsin order to achieve realism such phenomenon of reflection which occurs because of interaction of light
explanation of light source by a luminanceexplanation of any light source by a luminance the factors identified as light source explained by a
parallel source and distributed light sourcea parallel source this is to be noted that while point source is at an infinite distance then light rays
categorization of light resources - point sourcethis is the easiest model for a light emitter currently rays from source obey radically diverging
types of light resources - illumination modellet us discuss about the types of light resources the light sources can not merely be natural like light
important points about the illumination modelan illumination model is also termed as lighting model and sometimes considered to as shading model that
radiosity - polygon rendering amp ray tracing methodsradiosity simulates the diffuse propagation of light begin at the light sources because global
ray tracing - polygon rendering amp ray tracing methodsray tracing obeys all rays from the eye of the viewer back to the light sources the method ray
global illumination model -polygon renderingthis illumination model adds to the local model the light which is reflected from the other surfaces to
local illumination model - polygon renderingin this only light that is directly reflected by a light source through a surface to our eyes is observed
illumination model - polygon rendering and ray tracing methodstheoretically illumination is exposure of a thing to the light that contributes to
polygon rendering and ray tracing methodsin previous section we had discussed various methods for visible-surface detection although in order to
buffer areas required for z-buffer algorithmfor applying z-buffer algorithm we need two buffer areas or two 2-dimentional arrays1 depth-buffer ij to
introduction of visible surface detectionfor displaying a realistic presentation of the given 3dimentional object hidden surfaces and hidden lines
area subdivision method - visible surface detectionwhat are the circumstances to be fulfilled in area-subdivision method thus a surface not to be
assume here are three polygon surfaces pq r along with vertices specified by as p p1111 p2452 p3525and as q q12205 q233175 q36105 r r105255 r2253