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[TA frost wolf \u may- hundred people plan] 2.4 traditional empirical lighting model
2022-07-01 03:42:00 【zczplus】
【TA- Frost Wolf _may-《 Hundred people plan 》】2.4 Traditional empirical illumination model
–
This part follows Games101 It has been pushed in detail , Let's mainly look at the second half
Classification of illumination models
- Illumination model based on physical theory : Emphasis on the use of physical measurement and statistical methods , The effect is real , The calculation is complicated , The implementation is more complex ;
- Empirical model : Simulation of light , By simplifying and summarizing , To achieve acceptable results ;
This chapter focuses on the empirical model approach
Diffuse reflection
Not affected by the viewing angle ,Lambert The lighting model is only for diffuse reflection :
Specular reflection
Affected by the observation angle , Yes Phong Models and Blinn-Phong Model two these two models include diffuse reflection 、 Specular reflection 、 Three parts of ambient light , It is a relatively complete model at the beginning . The latter introduces half range vector based on the former, which reduces the computational complexity .
Phong Model :
Blinn-Phong Model :
The difference is that half way vectors are used in the green box , The calculation of half range vector is realized as follows :
The ambient light
Generally, this part of lighting is simplified , Directly multiply the ambient color by the diffuse material .
Coloring method
The following content should correspond to Games101 Section on coloring methods , Fan BIE is plane by plane 、 Shading per vertex and per pixel , What we use is the surface difference 、 Vertex interpolation and normal interpolation implement the above parts .
The corresponding English names are :
- Flat shading
- Gouraud shading
- Phong Shading
Pay attention to distinguish the Phong shading And previous Phong Model ,Phong shading Pay attention to the frequency of coloring , and Phong The model is to describe how to simulate the real lighting phenomenon .
Vertex normals
Vertex normals have not been figured out before , seen Games101 Then I realized that the normal sum or weighted sum of adjacent faces ( The weight is the area of adjacent faces ) Obtained .
summary
I followed the sixth chapter of the introduction essentials , Generally understand the implementation methods of various empirical lighting models .

I was stunned by the realization of energy conservation required in my homework , Finish later PBR Come back and make up . The application of energy conservation lies in : Diffuse reflection formed when light hits the surface of an object , The sum of specular reflection and absorbed energy is certain , No matter how it changes, the overall strength remains unchanged .
It's a little hard to understand hundreds of people without a little foundation , Let's have a quick talk first 《 Introduction to topic 》 Well ,10 Within days .
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