5.6 Lights
- Light cf. [FvDFH90, 13]
- Rendering Techniques cf. [FvDFH90, 14]
- Illumination and Shading cf. [FvDFH90, 16]
Ambient light, diffuse Reflection, Light-source attenuation,
Atmospheric Attenuation, Specular Reflection,
texture maps, bump maps, shadows, transparency, refraction
- Hugo Elias: A Physical Model Of Light
hugo.elias/.../x_physic.htm
Reflection, refraction, color, light sources:
- Hugo Elias: Radiosity
hugo.elias/.../radiosity.htm
Radiosity, direct and global illumination:
- Hugo Elias: Motion Blur
hugo.elias/.../x_motion.htm
- Hugo Elias: The Phong Approximation
hugo.elias/.../x_polyph.htm
Phong shading:
- Hugo Elias: Fast Phong Shading
hugo.elias/.../x_polyp2.htm
- Hugo Elias: Bump Mapping
hugo.elias/.../x_polybm.htms
- Hugo Elias: Simple Shadow Casting
hugo.elias/.../x_shadow.htm
- Frank Pfenning: 08-shading.pdf
almond.srv.cs.cmu.edu/.../08-shading.pdf
almond.srv.cs.cmu.edu/.../08-shading.pdf
Gouraud/Phong-shading, light sources, normals in OpenGL:
- Frank Pfenning: 16-ray.pdf
almond.srv.cs.cmu.edu/.../16-ray.pdf
almond.srv.cs.cmu.edu/.../16-ray.pdf
forward/backward raytracing, shadow, reflection, ray-intersections, transmitted light,
translucency:
- Heckbert-15462: raycasting_2.pdf
almond.srv.cs.cmu.edu/.../raycasting_2.pdf
forward/backward raytracing, shadow, ray-intersections, radiosity:
- Heckbert-15462: raytracing.pdf
almond.srv.cs.cmu.edu/.../raytracing_2.pdf
almond.srv.cs.cmu.edu/.../raytracing.pdf
raytracing, refraction, aliasing, supersampling, motion-blur, soft shadows, depth of field:
- Heckbert-15462: visibility_2.pdf
almond.srv.cs.cmu.edu/.../visibility_2.pdf
Visibility-methods, Gouraud-, Phong-, facet-shading:
- Frank Pfenning: 17-spatial.pdf
almond.srv.cs.cmu.edu/.../17-spatial.pdf
almond.srv.cs.cmu.edu/.../17-spatial.pdf
almond.srv.cs.cmu.edu/.../spatial_2.pdf
bounding volumes, grids, octrees, trees:
- Frank Pfenning: 18-radiosity.pdf
almond.srv.cs.cmu.edu/.../18-radiosity.pdf
almond.srv.cs.cmu.edu/.../18-radiosity.pdf
radiosity:
- Frank Pfenning: 19-global.pdf
almond.srv.cs.cmu.edu/.../19-global.pdf
almond.srv.cs.cmu.edu/.../19-global.pdf
radiosity:
- Heckbert-15462: shading_2.pdf
almond.srv.cs.cmu.edu/.../shading_2.pdf
:
- Heckbert-15462: rendering.pdf
almond.srv.cs.cmu.edu/.../rendering.pdf
almond.srv.cs.cmu.edu/.../rendering.pdf
scan conversion:
- Frank Pfenning: 07-lighting.pdf
almond.srv.cs.cmu.edu/.../07-lighting.pdf
almond.srv.cs.cmu.edu/.../07-lighting.pdf
light sources, ambient light, phong illumination, (diffuse) reflection:
- Paul Heckbert: rad.pdf
almond.srv.cs.cmu.edu/.../rad.pdf
almond.srv.cs.cmu.edu/.../rad.pdf
global illumination and radiosity:
[pov:3.7]The Light Source
[pov:3.7.1]The Pointlight Source
[pov:3.7.2]The Spotlight Source
[pov:3.7.3]The Cylindrical Light Source
[pov:3.7.4]The Area Light Source
[pov:3.7.5]The Ambient Light Source
[pov:3.7.6]Light Source Specials
[pov:6.5.7]Light Sources
[pov:6.5.8]Light Groups
[pov:10.1.7]Lights
In order to be able to see the objects discussed in the previous chapter
we need some light. This is achieved in Pov-Ray by the light_source statement
with syntax:
LIGHT_SOURCE:
light_source { V_LOCATION, COLOR [LIGHT_SOURCE_ITEMS] }
LIGHT_SOURCE_ITEMS:
[LIGHT_TYPE] & [AREA_LIGHT_ITEMS] & [LIGHT_MODIFIERS]
LIGHT_TYPE:
spotlight [SPOTLIGHT_ITEMS] |
cylinder [SPOTLIGHT_ITEMS]
SPOTLIGHT_ITEMS:
[radius FLOAT] & [falloff FLOAT] &
[tightness FLOAT] & [point_at VECTOR]
AREA_LIGHT_ITEMS:
area_light AXIS1, AXIS2, SIZE1, SIZE2 [AREA_LIGHT_MODIFIERS]
AREA_LIGHT_MODIFIERS:
[adaptive INT] & [jitter] & [circular] & [orient]
LIGHT_MODIFIERS:
[LIGHT_PHOTONS] &
[looks_like { OBJECT }] &
[TRANSFORMATION...] &
[fade_distance FLOAT] & [fade_power FLOAT] &
[media_attenuation [BOOL]] &
[media_interaction [BOOL]] &
[shadowless] &
[projected_through { OBJECT_IDENTIFIER }] &
[parallel [point_at VECTOR]]
LIGHT_PHOTONS:
photons { LIGHT_PHOTON_ITEMS }
LIGHT_PHOTON_ITEMS:
[refraction BOOL] & [reflection BOOL] & [area_light]
Light source default values:
LIGHT_TYPE : pointlight
falloff : 70
media_interaction : on
media_attenuation : off
point_at : <0,0,0>
radius : 70
tightness : 10
Subsections
Andreas Kriegl 2003-07-23