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Lighting Models in Graphics

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Gouraud Shading

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Gouraud Shading is a technique used in 3D computer graphics to simulate the varying luminance on a surface by interpolating vertex colors across the surface's polygons. It is a simple, yet less accurate method compared to others like Phong shading.

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Cook-Torrance Model

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The Cook-Torrance model is a reflectance model that focuses on the microfacet theory of rough surfaces to simulate the interaction of light with roughened metal and dielectric surfaces. It incorporates aspects like the Fresnel effect, geometric attenuation, and distribution of microfacets.

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Phong Reflection Model

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The Phong Reflection Model is an empirical model that simulates the way light reflects on surfaces. It consists of three components - ambient, diffuse, and specular lighting. This model is widely used due to its simplicity and decently realistic results in 3D rendering.

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Ray Tracing

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Ray Tracing is a rendering method that simulates the path of light as rays and produces highly realistic images. It accounts for reflections, refractions, and shadows accurately, but is computationally demanding and often used in non-real-time applications.

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Radiosity

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Radiosity is a global illumination algorithm that considers indirect light reflections within a scene. It is especially useful for static scenes where the interreflections between surfaces are significant and for non-real-time applications due to its high computational cost.

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Lambertian Reflectance

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Lambertian Reflectance is a model that describes the diffuse reflection of light from a surface such that the apparent brightness of the surface to an observer is the same regardless of the observer's angle of view. Often used for surfaces which exhibit matte or other non-shiny surfaces.

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Blinn-Phong Model

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The Blinn-Phong Model is a modification of the Phong model that redefines the way specular highlights are calculated, using the halfway vector between the view and light directions. It's often preferred for being more performance-efficient in terms of computational cost.

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Bidirectional Reflectance Distribution Function (BRDF)

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The BRDF describes how light is reflected at an opaque surface, defining how the light is distributed over the diffuse and specular components. It's a fundamental tool in computer graphics for rendering realistic-looking materials.

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