Diffuse and specular reflection


Question 1: In the ray tracing, ambient, diffuse and Phong's specular shading can be employed to define the color at a point on a surface. Describe what each of the three terms refers to and what real affect each is trying to model.

Question 2: The diagram shown below represents a scene being ray traced. The circles might be taken to represent the cross-sections of spheres.

17_ray tracing.jpg

A particular ray from the eye-point O has been found to have its closest intersection with the object at point P. Show, on a diagram, all consequent rays and vectors which should be found in order to compute the shading at point P. Describe the purpose of each one.

Suppose that:

a) Each object has ambient, diffuse and specular reflections; however is not a perfect reflector.

b) Each object is opaque.

c) All rays and vectors lie in the plane of paper.

d) We are not employing distributed ray tracing.

Question 3: Suppose now that all of the objects are perfect reflectors (in addition to having ambient, diffuse and specular reflection). Show, on a diagram, the additional rays that require to be computed and describe the purpose of each one.

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Computer Graphics: Diffuse and specular reflection
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