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Light source in computer graphics



Light sources

7.15.2017 | Jennifer Bargeman

Let's have a polygon (in our case a triangle) which has given intensities at its corners.

$$$APPLET Applet Flat shading.

$$$APPLET Applet Gouraud shading.

$$$APPLET Applet Reflektor. We can imagine it as a cone where at the top there is a point light source. The external one determines the frontier at which the light moves. A more realistic representation is achieved using a couple of parallel-axes cones with a common top. The intensity of the light declines with the distance from the axis where it is maximal, down to the frontiers of the external cone, where it is zero.

Light sources

6.14.2017 | Logan Miers

Light sources emit light radiation. A light source is an object that manifests itself only through light radiation. Because it is not possible to totally describe all light sources, several standard light sources are introduced in computer graphics.

Light is spreading steadily and with equal intensity in all directions. A point source is definiy determined by its intensity and position. The most commonly used in computer graphics.

$$$APPLET Applet Point light source and parallel light source.

$$$APPLET Applet Gouraud shading.

$$$APPLET Applet Flat shading.

The resulting normal vector N is calculated through the interpolation of the x coordinate:

Calculation of the color of all points on the screen, however, is a time-consuming operation, and therefore, methods allowing fast calculation have been designed.

Light Sources

12.20.2017 | Jennifer Bargeman

Light Sources. In computer graphics, the light sources that are usually available are: directional light, point light and spot light.

In computer graphics, the light sources that are usually available are: directional light, point light and spot light.

So precalculating the light direction in view-space might also save some computation time. In most cases, you probably will do the lighting calculations in view-space. Because the light is infiniy far away, the light direction vector is the same for all vertices. So it only has to be calculated once. That is why you might need to invert the light direction before sending it to the shader.

A Comprehensive Light-Source Description for Computer Graphics

4.12.2017 | Jennifer Bargeman
Light source in computer graphics

For realistic simulation, light source descriptions require definitions of the geometry, the spectral distribution, and the spatial distribution of the lum.

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A Comprehensive Light-Source Description for Computer Graphics

10.18.2017 | Logan Miers
Light source in computer graphics

For realistic simulation, light source descriptions require definitions of the geometry, the spectral distribution, and the spatial distribution of the luminous intensity.

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