Content deleted Content added
no longer a stub |
m per WP:HYPHEN, sub-subsection 3, points 4,5,6, replaced: fully- → fully, typo(s) fixed: ’s → 's (3) |
||
Line 24:
=== Diffuse ===
Diffuse lighting (or [[diffuse reflection]]) is the direct illumination of an object by an even amount of light interacting with a [[Scattering|light-scattering]] surface<ref name=":83">{{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><ref name=":10">{{Cite web|url=http://graphics.cs.cmu.edu/nsp/course/15-462/Spring04/slides/07-lighting.pdf|title=Lighting and Shading|last=Pollard|first=Nancy|date=Spring 2004|website=|url-status=live|archive-url=|archive-date=|access-date=}}</ref>. After light strikes an object, it is reflected as a function of the surface properties of the object as well as the angle of incoming light<ref name=":10" />. This interaction is the primary contributor to the
=== Ambient ===
Line 33:
== Illumination models ==
Lighting models are used to replicate lighting effects in [[Rendering (computer graphics)|rendered]] environments where light is approximated based on the physics of light<ref name=":1">{{Cite web|url=https://learnopengl.com/Lighting/Basic-Lighting|title=LearnOpenGL - Basic Lighting|website=learnopengl.com|access-date=2019-11-08}}</ref>. Without lighting models, replicating lighting effects as they occur in the natural world would require more processing power than is practical for computer graphics<ref name=":1" />. This lighting, or illumination
=== Object oriented lighting ===
Line 44:
==== Blinn-Phong illumination model ====
{{Main|Blinn–Phong reflection model}}
The Blinn-Phong illumination model is similar to the Phong model as it uses specular light to create a highlight on an object based on its shininess<ref name=":16">James F. Blinn (1977). "Models of light reflection for computer synthesized pictures". ''Proc. 4th annual conference on computer graphics and interactive techniques'': 192–198. [[CiteSeerX]] 10.1.1.131.7741. {{doi|10.1145/563858.563893}}<br /></ref>. The Blinn-Phong differs from the Phong illumination model, as the Blinn-Phong model uses the vector normal to the surface of the object and halfway between the light source and the viewer<ref name=":1" />. This model is used in order to have accurate specular lighting and reduced computation time<ref name=":1" />.The process takes less time because finding the reflected light
=== Global illumination ===
Line 89:
=== Reflection mapping ===
{{Main articles|Reflection mapping}}
Reflection mapping (also known as environment mapping) is a technique which uses 2D environment maps to create the effect of [[Reflectance|reflectivity]] without using ray tracing<ref name=":5">{{Cite web|url=https://cglearn.codelight.eu/pub/computer-graphics/environment-mapping|title=Computer Graphics: Environment Mapping|website=cglearn.codelight.eu|access-date=2019-11-01}}</ref>. Since the appearances of reflective objects depend on the relative positions of the viewers, the objects, and the surrounding environments, graphics algorithms produce reflection vectors to determine how to color the objects based on these elements<ref>{{Cite web|url=http://web.cse.ohio-state.edu/~wang.3602/courses/cse5542-2013-spring/17-env.pdf|title=Environment Mapping|last=Shen|first=Han-Wei|date=|website=|url-status=live|archive-url=|archive-date=|access-date=}}</ref>. Using 2D environment maps rather than fully
=== Particle systems ===
|