Diffuse Lighting
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Diffuse Lighting
Computer graphics lighting is the collection of techniques used to simulate light in computer graphics scenes. While lighting techniques offer flexibility in the level of detail and functionality available, they also operate at different levels of computational demand and complexity. Graphics artists can choose from a variety of light sources, models, shading techniques, and effects to suit the needs of each application. Light sources Light sources allow for different ways to introduce light into graphics scenes. Point Point sources emit light from a single point in all directions, with the intensity of the light decreasing with distance. An example of a point source is a standalone light bulb. Directional A directional source (or distant source) uniformly lights a scene from one direction. Unlike a point source, the intensity of light produced by a directional source does not change with distance over the scale of the scene, as the directional source is treated as though ...
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Computer Graphics
Computer graphics deals with generating images with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research. Some topics in computer graphics include user interface design, sprite graphics, rendering, ray tracing, geometry processing, computer animation, vector graphics, 3D modeling, shaders, GPU design, implicit surfaces, visualization, scientific c ...
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Phong Components Revised
Phong may refer to: Computer graphics *Phong shading *Phong reflection model * Blinn–Phong shading model *Bui Tuong Phong - creator of the Phong shading interpolation method and reflection model. Other *Phong-Kniang language *Nam Phong (other), various meanings *Hai Phong *A character in the animated show ''ReBoot In computing, rebooting is the process by which a running computer system is restarted, either intentionally or unintentionally. Reboots can be either a cold reboot (alternatively known as a hard reboot) in which the power to the system is physi ...'' *A character in the Infocom text adventure '' The Witness'' {{disambig ...
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Shading
Shading refers to the depiction of depth perception in 3D models (within the field of 3D computer graphics) or illustrations (in visual art) by varying the level of darkness. Shading tries to approximate local behavior of light on the object's surface and is not to be confused with techniques of adding shadows, such as shadow mapping or shadow volumes, which fall under global behavior of light. In drawing Shading is used traditionally in drawing for depicting a range of darkness by applying media more densely or with a darker shade for darker areas, and less densely or with a lighter shade for lighter areas. Light patterns, such as objects having light and shaded areas, help when creating the illusion of depth on paper. There are various techniques of shading, including cross hatching, where perpendicular lines of varying closeness are drawn in a grid pattern to shade an area. The closer the lines are together, the darker the area appears. Likewise, the farther apart the lin ...
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Photon
A photon () is an elementary particle that is a quantum of the electromagnetic field, including electromagnetic radiation such as light and radio waves, and the force carrier for the electromagnetic force. Photons are massless, so they always move at the speed of light in vacuum, (or about ). The photon belongs to the class of bosons. As with other elementary particles, photons are best explained by quantum mechanics and exhibit wave–particle duality, their behavior featuring properties of both waves and particles. The modern photon concept originated during the first two decades of the 20th century with the work of Albert Einstein, who built upon the research of Max Planck. While trying to explain how matter and electromagnetic radiation could be in thermal equilibrium with one another, Planck proposed that the energy stored within a material object should be regarded as composed of an integer number of discrete, equal-sized parts. To explain the photoelectric effect, Eins ...
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Computer Graphics (Publication)
''Computer Graphics'' was a publication of ACM SIGGRAPH. It served as its newsletter, and has published the yearly SIGGRAPH Conference Proceedings SIGGRAPH (Special Interest Group on Computer Graphics and Interactive Techniques) is an annual conference on computer graphics (CG) organized by the ACM SIGGRAPH, starting in 1974. The main conference is held in North America; SIGGRAPH Asia, ... up to 2003, as well as a variety of papers on a quarterly basis. The last edition was published in 2011. External links Online archive Computer graphics organizations Association for Computing Machinery magazines Publications with year of establishment missing Magazines disestablished in 2011 Conference proceedings published in serials Newsletters Defunct computer magazines {{compu-mag-stub ...
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Normal (geometry)
In geometry, a normal is an object such as a line, ray, or vector that is perpendicular to a given object. For example, the normal line to a plane curve at a given point is the (infinite) line perpendicular to the tangent line to the curve at the point. A normal vector may have length one (a unit vector) or its length may represent the curvature of the object (a ''curvature vector''); its algebraic sign may indicate sides (interior or exterior). In three dimensions, a surface normal, or simply normal, to a surface at point P is a vector perpendicular to the tangent plane of the surface at P. The word "normal" is also used as an adjective: a line ''normal'' to a plane, the ''normal'' component of a force, the normal vector, etc. The concept of normality generalizes to orthogonality (right angles). The concept has been generalized to differentiable manifolds of arbitrary dimension embedded in a Euclidean space. The normal vector space or normal space of a manifold at point P ...
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CiteSeerX
CiteSeerX (formerly called CiteSeer) is a public search engine and digital library for scientific and academic papers, primarily in the fields of computer and information science. CiteSeer's goal is to improve the dissemination and access of academic and scientific literature. As a non-profit service that can be freely used by anyone, it has been considered as part of the open access movement that is attempting to change academic and scientific publishing to allow greater access to scientific literature. CiteSeer freely provided Open Archives Initiative metadata of all indexed documents and links indexed documents when possible to other sources of metadata such as DBLP and the ACM Portal. To promote open data, CiteSeerX shares its data for non-commercial purposes under a Creative Commons license. CiteSeer is considered as a predecessor of academic search tools such as Google Scholar and Microsoft Academic Search. CiteSeer-like engines and archives usually only harvest documents ...
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Trigonometric Functions
In mathematics, the trigonometric functions (also called circular functions, angle functions or goniometric functions) are real functions which relate an angle of a right-angled triangle to ratios of two side lengths. They are widely used in all sciences that are related to geometry, such as navigation, solid mechanics, celestial mechanics, geodesy, and many others. They are among the simplest periodic functions, and as such are also widely used for studying periodic phenomena through Fourier analysis. The trigonometric functions most widely used in modern mathematics are the sine, the cosine, and the tangent. Their reciprocals are respectively the cosecant, the secant, and the cotangent, which are less used. Each of these six trigonometric functions has a corresponding inverse function, and an analog among the hyperbolic functions. The oldest definitions of trigonometric functions, related to right-angle triangles, define them only for acute angles. To extend the sine and cos ...
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Pixel
In digital imaging, a pixel (abbreviated px), pel, or picture element is the smallest addressable element in a raster image, or the smallest point in an all points addressable display device. In most digital display devices, pixels are the smallest element that can be manipulated through software. Each pixel is a sample of an original image; more samples typically provide more accurate representations of the original. The intensity of each pixel is variable. In color imaging systems, a color is typically represented by three or four component intensities such as red, green, and blue, or cyan, magenta, yellow, and black. In some contexts (such as descriptions of camera sensors), ''pixel'' refers to a single scalar element of a multi-component representation (called a ''photosite'' in the camera sensor context, although ''sensel'' is sometimes used), while in yet other contexts (like MRI) it may refer to a set of component intensities for a spatial position. Etymology The w ...
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Rendering (computer Graphics)
Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as the render. Multiple models can be defined in a ''scene file'' containing objects in a strictly defined language or data structure. The scene file contains geometry, viewpoint, texture, lighting, and shading information describing the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" is analogous to the concept of an artist's impression of a scene. The term "rendering" is also used to describe the process of calculating effects in a video editing program to produce the final video output. Rendering is one of the major sub-topics of 3D computer graphics, and in practice it is always connected to the others. It is the last major step in the gr ...
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Specular Highlight
A specular highlight is the bright spot of light that appears on shiny objects when illuminated (for example, see image on right). Specular highlights are important in 3D computer graphics, as they provide a strong visual cue for the shape of an object and its location with respect to light sources in the scene. Microfacets The term ''specular'' means that light is perfectly reflected in a mirror-like way from the light source to the viewer. Specular reflection is visible only where the surface normal is oriented precisely halfway between the direction of incoming light and the direction of the viewer; this is called the half-angle direction because it bisects (divides into halves) the angle between the incoming light and the viewer. Thus, a specularly reflecting surface would show a specular highlight as the perfectly sharp reflected image of a light source. However, many shiny objects show blurred specular highlights. This can be explained by the existence of microfacets. W ...
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