Content deleted Content added
Ira Leviton (talk | contribs) References follow punctuation. Please see MOS. |
m Task 18 (cosmetic): eval 26 templates: del empty params (38×); del |url-status= (8×); |
||
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
=== 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 model's purpose is to compute the color of every pixel or the amount of light reflected for different surfaces in the scene.<ref>{{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=2019-11-08}}</ref> There are two main illumination models, object oriented lighting and global illumination.<ref name=":2">{{Cite web|url=https://www.cc.gatech.edu/classes/AY2003/cs4451a_fall/global-illumination.pdf|title=Global Illumination
=== Object oriented lighting ===
Object oriented lighting, also known as local illumination, is defined by mapping a single light source to a single object.<ref name=":3">{{Cite web|url=http://www.cs.kent.edu/~farrell/cg01/lectures/color/illum_local.html|title=Local Illumination|last=Farrell
==== Phong illumination model ====
Line 66:
{{Main|Shading}}
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 Lighting
[[File:Flatshading00.png|alt=|thumb|165x165px|An example of flat shading.]]
[[File:Gouraudshading01.png|alt=|thumb|165x165px|An example of Gouraud shading.]]
Line 72:
=== Flat shading ===
Flat shading is a simple shading model with a uniform application of lighting and color per polygon.<ref name=":12">{{Cite web|url=https://www.cs.brandeis.edu/~cs155/Lecture_16.pdf|title=Illumination Models and Shading|last=Foley
=== Gouraud shading ===
Line 78:
=== Phong shading ===
[[Phong shading]], similar to Gouraud shading, is another type of interpolative shading that blends between vertex values to shade polygons.<ref name=":13">{{Cite web|url=http://www.hao-li.com/cs420-fs2018/slides/Lecture05.2.pdf|title=Shading in OpenGL|last=Li|first=Hao|date=2018
== Lighting effects ==
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
=== Particle systems ===
{{Main articles|Particle system}}
Particle systems use collections of small [[Particle|particles]] to model chaotic, high-complexity events, such as fire, moving liquids, explosions, and moving hair.<ref name=":6">{{Cite web|url=http://web.engr.oregonstate.edu/~mjb/cs491/Handouts/particlesystems.2pp.pdf|title=Particle Systems|last=Bailey|first=Mike
== See also ==
|