Content deleted Content added
Citation bot (talk | contribs) Alter: title, template type. Add: bibcode, s2cid, isbn, pages, chapter, chapter-url, authors 1-1. Removed or converted URL. Removed parameters. Some additions/deletions were parameter name changes. | Use this bot. Report bugs. | Suggested by Abductive | #UCB_webform 1641/3844 |
Maxeto0910 (talk | contribs) m no sentences |
||
Line 8:
=== Point ===
Point sources emit light from a single point in all directions, with the intensity of the light decreasing with distance.<ref name=":72">{{Cite web|url=https://www.cs.uic.edu/~jbell/CourseNotes/ComputerGraphics/LightingAndShading.html|title=Intro to Computer Graphics: Lighting and Shading|website=www.cs.uic.edu|access-date=2019-11-05}}</ref> An example of a point source is a standalone light bulb.<ref name=":8">{{Cite web|url=http://www.bcchang.com/immersive/ygbasics/lighting.html|title=Lighting in 3D Graphics|website=www.bcchang.com|access-date=2019-11-05}}</ref>
[[File:Real-time Raymarched Terrain.png|thumb|309x309px|A directional light source illuminating a terrain
=== Directional ===
Line 27:
== Lighting interactions ==
In computer graphics, the overall effect of a light source on an object is determined by the combination of the object's interactions with it usually described by at least three main components.<ref name=":82">{{Cite web|url=http://www.bcchang.com/immersive/ygbasics/lighting.html|title=Lighting in 3D Graphics|website=www.bcchang.com|access-date=2019-11-05}}</ref> The three primary lighting components (and subsequent interaction types) are diffuse, ambient, and specular.<ref name=":82" />
[[File:Phong components revised.png|thumb|544x544px|Decomposition of lighting interactions
=== Diffuse ===
Line 73:
Polygonal [[shading]] is part of the [[Rasterisation|rasterization]] process where [[3D computer graphics|3D]] models are drawn as [[2D computer graphics|2D]] pixel images.<ref name=":4">{{Cite web|url=https://cglearn.codelight.eu/pub/computer-graphics/shading-and-lighting|title=Computer Graphics: Shading and Lighting|website=cglearn.codelight.eu|access-date=2019-10-30}}</ref> Shading applies a lighting model, in conjunction with the geometric attributes of the 3D model, to determine how lighting should be represented at each [[Fragment (computer graphics)|fragment]] (or pixel) of the resulting image.<ref name=":4" /> The [[Polygon mesh|polygons]] of the 3D model store the geometric values needed for the shading process.<ref name=":11">{{Cite web|url=http://math.hws.edu/graphicsbook/c4/s1.html|title=Introduction to Computer Graphics, Section 4.1 -- Introduction to Lighting|website=math.hws.edu}}</ref> This information includes [[Vertex (geometry)|vertex]] positional values and [[Normal (geometry)|surface normals]], but can contain optional data, such as [[Texture mapping|texture]] and [[Bump mapping|bump]] maps.<ref>{{Cite web|url=https://www.khronos.org/opengl/wiki/Vertex_Specification#Primitives|title=Vertex Specification - OpenGL Wiki|website=www.khronos.org|access-date=2019-11-06}}</ref>
[[File:Flatshading00.png|alt=|thumb|165x165px|An example of flat shading
[[File:Gouraudshading01.png|alt=|thumb|165x165px|An example of Gouraud shading
[[File:Phongshading00.png|alt=|thumb|165x165px|An example of Phong shading
=== Flat shading ===
Line 87:
== Lighting effects ==
[[File:Miroir-cercle.jpg|thumb|A reflective material demonstrating caustics
=== Caustics ===
|