Variation of intensity - modeling and rendering, Computer Graphics

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Variation of Intensity - Modeling and Rendering

According to the phong model the variation of Intensity (I) along with α (since I α cosnα) is:

239_Variation of Intensity - Modeling and Rendering.png

i) for shiny surface (n > 1)

1825_Variation of Intensity - Modeling and Rendering 1.png

ii) Dull surface  (n ~= 1)

By the Phong specular reflection as:

I or Ispec. = Is Ks cosnα

Here,    Is → intensity of source

  I OR Ispec → intensity of specular reflected light

 Ks → Specular reflection coefficient effecting intensity in the case while all ambient or diffuse or specular reflection arises as:

I = Ia Ka + Id Kd cos θ + Is Ks cosnα  

Now, cosn α= (R¯ V¯)n        (?  Qcosnα =  R¯ V¯).

Here,

R¯ → Unit vector in specular reflection direction 

V¯ → Unit vector pointing the viewer

It is | V¯  |  = 1 ;  | R¯ |  = 1.

R¯ V¯=  | R¯ | | V¯ | cos α = 1.1. cos α = cos α.

  ( ⇒ cos α = R¯ V¯)


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