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# 光照模型 | ||
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Illumination model, also known as Shading model or Lighting model, is used to calculate the intensity of light that is reflected at a given point on surface. | ||
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依赖三个元素 | ||
- Light Source : Light source is the light emitting source. | ||
- Point Sources | ||
- Parallel Sources | ||
- Distributed Sources | ||
- Surface : When light falls on a surface part of it is reflected and part of it is absorbed. | ||
- Observer : The observer’s position and sensor spectrum sensitivities also affect the lighting effect | ||
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## 基础光照模型 | ||
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### Ambient Illumination | ||
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$$ | ||
I_{amb} = K_{a}I_{a} \newline | ||
I_{a} \text{ambient light intensity}, K_{a} \text{ surface ambient reflectivity } \in [0,1] | ||
$$ | ||
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### Diffuse Reflection | ||
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$$ | ||
I_{diff} = K_{d}I_{p}cos\theta = K_{d}I_{p}(N \dot L) \newline | ||
I_{p} \text{the point light intensity}, K_{d} \text{ surface diffuse reflectivity } \in [0,1], \newline | ||
N \text{the surface normal}, L \text{the light direction} | ||
$$ | ||
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- Normals in geometry a normal is a vector or a line that is perpendicular to a given object (e.g. plane normal, vertex normal ). | ||
- 用于光照计算,如Diffuse reflection漫反射 | ||
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### Specular Reflection | ||
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$$ | ||
I_{spec} = W(\theta)I_{I}cos^{n}(\phi) = K_{s}I_{I}cos^{n}(\phi) \newline | ||
N \text{the surface normal}, L \text{the light direction} \newline | ||
R \text{direction of reflected ray}, V \text{direction of observer} \newline | ||
\theta \text{angle between L and R}, \phi \text{angle between R and V} \newline | ||
$$ | ||
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## 物理渲染模型 | ||
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### Physically Based Rendering | ||
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[Monte Carlo Integration](https://64.github.io/monte-carlo/) | ||
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## 参考 | ||
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- [Basic Illumination Models](https://www.geeksforgeeks.org/basic-illumination-models/) |
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# [Galacen](https://galacean.antgroup.com/engine/) | ||
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阿里系下的一个webgl引擎,号称性能很好,研究一下源码看看核心的功能 | ||
分析一下shader的代码逻辑 | ||
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