CST 325 - Module 6

 Week 6,

This week's module is focused on how we would illuminate an environment. While ray tracing would be straightforward (yet expensive), the main problem with it is that we are using rasterization, where we work with one object at a time. Ray tracing would have access to all the objects of the scene. So, we consider specific equations we can combine to get a close result to the rendering equation. In our case we use Phong shading, using ambient, diffuse, and specular lighting. Ambient is used to shade everything to a bare minimum and looks flat. Next, we combine that diffuse lighting, which is essentially light hitting a surface, then being scattered equally in all directions in the form of an upper hemisphere. Then we combine the result with specular, which is similar to diffuse, however, instead of scattering equally into all directions, the light reflects into a more concise cone in another interesting direction. We can tighten the specular as we see fit.

Additionally, we covered some material on direct/indirect lighting, which when combined can give us global illumination. We also covered different light sources, such as directional (typically treated like a sun/moon in an environment, a point light which is used for more local and dynamic changes, and a spotlight, which has more control on where a light is being pointed and how far the light blends into the dark. And finally, there is the difference in shading models, based on how accurate the light/normals are calculated. There is flat/ gouraud, phong, and better phong shading.

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