Lighting II: specular reflection, generalized lighting models
CS 248 - Introduction to Computer Graphics
Autumn Quarter, 2003
Marc Levoy
Lecture notes for Tuesday, December 2 (finished on Thursday, December 4)
Table of contents:
- Reflection (continued)
- Generalizing the reflection model
Press here for the Powerpoint slides about
measuring BRDFs.
Note:
If vertex normals are passed into the rendering pipeline along with vertex
coordinates, and they can be assumed to be pre-normalized, then the rendering
pipeline doesn't need to perform any square roots at all.
OpenGL natively supports only Gouraud (i.e. intensity) interpolation. Phong
(i.e. normal vector) interpolation is not supported natively, but it can be
implemented (during rasterization) using the flexible shading architecture
available in most modern hardware accelerators. Angle interpolation would be
harder to implement. However, assuming modest changes in normal vector
direction from vertex to vertex, the visual difference between normal and angle
interpolation is small.
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Copyright © 2003 Marc Levoy
Last update:
November 25, 2003 03:07:46 PM