CS 184: COMPUTER GRAPHICS
Working with the Lighting/Shading equations.
Given a directional white light source (sun) sending 3 trillion photons per second per mm2
shining at an angle of 60 degrees (measured against the normal vector) onto a cyan-colored, lacquered surface
with those specifications: color = (0.2 1.0 0.7), ka = kd = 0.2, ks = 0.8, ksp = 75, ksm = 0.6;
the surface is in an environment of yellow ambient
light: color = (1.0 1.0
0.0), I = 0.4*1012 photons / s / mm2.
Calculate the intensities of the (r,g,b) components sent towards an eye located in direction of the ideally reflected rays.
Ieye, r = _____ ; Ieye, g = _____ ; Ieye, b = _____ .
Calculate the diffusely reflected components:
I'd = ( Ia + Id*cos(inc.angle) ) * kd * (r,g,b):
I'dR
= ( 0.2 + 1 * 0.5
) * 0.2 * (0.2)
= 0.028 *1012 photons / s / mm2.
I'dG = ( 0.2 + 1 * 0.5 ) * 0.2 * (1.0) = 0.14
*1012 photons / s / mm2.
I'dB = ( 0.0 + 1 * 0.5 ) * 0.2 * (0.7) = 0.07
*1012 photons / s / mm2.
Calculate the speculalrly reflected component:
I's = Id * ks * (Phong.Factor) * (adjusted color):
I'sR = 1 * 0.8
*
(1.0) * (0.6*0.2
+ 0.4*1.0) = 0.416 *1012 photons / s / mm2.
I'sG = 1 * 0.8
*
(1.0) * (0.6*1.0
+ 0.4*1.0) = 0.8 *1012 photons / s / mm2.
I'sB = 1 * 0.8
*
(1.0) * (0.6*0.7
+ 0.4*1.0) = 0.656 *1012 photons / s / mm2.
Sum up the components:
I'totalR = 0.444 *1012 photons / s / mm2.
I'totalG = 0.94 *1012 photons / s / mm2.
I'totalB = 0.663 *1012 photons / s / mm2.
This kind of computation has to be done by your raytracer every time it hits a surface !
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H. Séquin