Lighting for Computer Graphics

part of 3d tech for the web course

Images Stolen From: opengl-tutorils.org from jmchen rendering pipeline and also wikipedia articles

Aims and Objectives

Introductary Overview of Lighting in CG

Different Surface Responces To Light

Different Kinds of Lights We Can Use

Audience

Lights and Materials

Equations

    Result = Light * Material
  

Parts of Light

Ambient Light

Diffuse Light

Specular Light

Ambient Light

Simplest Kind of Light

    Result = Ambient Light x Material Colour
  

For When you dont want your shadows completely dark. Universal fill in light.

Diffuse

Scattering Reflection of Colour

Diffuse

Diffuse

Specular

Highlights of Focused Reflection

Specular

AttenuationDropoff

Some lights attenuate with distance. Such as Spotlights and pointlights. These are useful when you want to communicate depth and distance in your scene.

AttenuationDropoff

Diffuse Light on the objects but there is attenuation on the ground. You can see it gets darker with distance

Directional Light

Point Light

Spot Light

Same Idea as Point, except we add in additional parameters for direction and cone of the light.

Colour = Material * Lighting

Further Reading

https://en.wikipedia.org/wiki/Gouraud_shading
https://en.wikipedia.org/wiki/Phong_shading
https://en.wikipedia.org/wiki/Phong_reflection_model