chapter 6.1a

Objectives


Why we need shading


Shading


Scattering


Rendering Equation


Global Effects


Local vs Global Rendering


Light-Material Interaction


Light Sources


Simple Light Sources


Surface Types


Phong Model


Ideal Reflector


Lambertian Surface

 


Specular Surfaces


Modeling Specular Reflections


The Shininess Coefficient


Ambient Light


Distance Terms


Light Sources


Material Properties


Adding up the Components

Example


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