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Larry F. Hodges
(Modified by Amos Johnson)
Depth Cueing
Reduce intensity of pixel as the distance from the observer increases
Simulates reduction in clarity as distances from the observer increases
Image fades in the distance
Often used in medical imaging
Larry F. Hodges
(Modified by Amos Johnson)
Larry F. Hodges
(Modified by Amos Johnson)
N (Normal)
L (Light Source)
Larry F. Hodges
(Modified by Amos Johnson)
L (Light Source)
I = Ipkd (LN)
Larry F. Hodges
(Modified by Amos Johnson)
Ambient Illumination
Ambient light is the illumination of an object caused by reflected light
from other surfaces. To calculate this exactly would be very
complicated. A simple model assumes ambient light is uniform in the
environment.
Let
Ia = Ambient light intensity
ka = Ambient light reflected
Larry F. Hodges
(Modified by Amos Johnson)
Light-source Attenuation
Thus far we have ignored the inverse square law: energy
decays with the inverse square of the distance dL to the
light source. Including this term we get
I = Iaka + Ipkd (LN)/dL2
However, due to our previous assumptions of a point light
source and uniform ambient light, using the dL2 term gives
too rapid of a decrease in illumination intensity to look
realistic. The 1/dL2 term is usually replaced by fatt where
fatt = MIN (1/(c1 + c2dL + c3dL2), 1)
I = Iaka + Ipkd (NL)*fatt
Larry F. Hodges
(Modified by Amos Johnson)
Specular Reflection
L
V = Observer Position
N = Normal Vector
Larry F. Hodges
(Modified by Amos Johnson)
Implementation Details
Given an RGB Color Space
(A) Ambient Light = Ia
(D) Diffuse Reflection = Ip (L N)/(||L|| ||N||) fatt
(S) Specular Reflection = Ip* fatt (R V)n
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