So welcome to all of you for our computer graphics lecture.
So last Tuesday, we were speaking about lighting.
And yeah, I didn't finish in time a last lighting model,
which is called the Torrance-Sparrow lighting model.
And yeah, as I said several times,
the Fong lighting model that is very widely used
has severe limitations.
Things always look a bit like plastic.
It's from a physical point of view.
It doesn't have any justification.
And the Torrance-Sparrow light model now has similarities,
but it's also more physically based.
And the idea is that we consider that what
we model is a kind of macroscopic surface.
And if we would take a microscope
and have a closer look at that surface,
or also at normal surfaces like this blackboard here,
for instance, that has some roughness.
It has some microstructure.
And this microstructure is very important for the visual
appearance of that model.
And if we take a closer look, then we
see that this microstructure, for instance,
looks like, in that example, like a little bit bumpy
surface.
Of course, there can be more complicated setups,
but that would be an example.
And now the idea of that model is
that light now is reflected by this rough surface,
and it's perfectly reflected.
So there's a perfect reflection, like a mirror.
But since the surface has some roughness,
we don't perceive it as perfect reflection.
So this roughness of the surface results
in a non-perfect reflection.
And now in order to model that and to describe that,
now three different things are considered in that model.
And the most important one, of course,
is that the reflection depends on how rough the surface is.
And now measuring roughness or describing roughness
is a bit difficult. And what they do in that model
is that they describe the distribution of normals
over that surface.
So they say, or it is said that if this
is the main normal, for instance,
then a particular surface has some variation
of the normal direction.
So for each normal direction, a probability is given.
So if we only have 2D, for instance,
then the varying normals could be described by an angle,
Presenters
Zugänglich über
Offener Zugang
Dauer
00:45:37 Min
Aufnahmedatum
2013-10-24
Hochgeladen am
2019-04-05 00:59:18
Sprache
de-DE
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Graphik Pipeline
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Clipping
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3D Transformationen
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Hierarchische Display Strukturen
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Perspektive und Projektionen
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Visibilitätsbetrachtungen
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Rastergraphik und Scankonvertierung
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Farbmodelle
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Lokale und globale Beleuchtungsmodelle
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Schattierungsverfahren
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Ray Tracing und Radiosity
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Schatten und Texturen
- P. Shirley: Fundamentals of Computer Graphics. AK Peters Ltd., 2002
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Hearn, M. P. Baker: Computer Graphics with OpenGLD. Pearson
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Foley, van Dam, Feiner, Hughes: Computer Graphics - Principles and Practice
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Rauber: Algorithmen der Computergraphik
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Bungartz, Griebel, Zenger: Einführung in die Computergraphik
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Encarnação, Strasser, Klein: Computer Graphics