Homework 7 - Implicit Lambertian Lighting

For this project I was able to create shaded objects and shading using one bounce implicit labertian lighting.  Basically instead of returning the color of the hit point when a ray from the lens hits an object, we return the color of the light reflected off that point on the object, and the color emitted from that object.  How do we know what color is reflected off a point of an object?  Well, we assume that light can come from anywhere, thus we bounce another ray off the hit point in a random direction, and see if that ray hits an object which emits light.  How do we know if an object emits light?  Each object now had a material associated with it, instead of just an object.  Each material has a specific Reflected and Emitted color.  What happens is a little more complex than all of this, but this is the basic idea.

Below are some examples of images using Implicit Lambertian Lighting.  The first is a Sphereical light source (top) tangent to a white ball (bottom).  The light has an emitted color of (1,1,1) and a reflected color of (0,0,0).  While the ball has a reflected color of (1,1,1), and a emitted color of (0,0,0).  The image is rendered at 1600 samples per pixel.  Because we are bouncing random rays off the lower sphere, and hoping to hit the top one, a large number of samples are needed to get a smooth looking image.  At the point where the objects meet the color is (1,1,1) since every ray bouncing off that point will hit the light.  The sphere changes to a darker and darker grey until it turns to black.  Because the light and the ball are the same size, all the pixels on the bottom half of the ball are black.  No rays bouncing from the bottom half of the ball can hit the light source.

2 Spheres shaded

Figure 1 - Two spheres.  On the top a light source, and on the bottom a white ball of the same size.


This image shows how shadows can be created implicitly by objects blocking the light.  A big light out of the picture lights up the red sphere, and then blue ground, but under the ball a shadow appears because it is more difficult to find a ray that will bounce off that area and hit the light source.  This image is also rendered at 1600 samples per pixel.

Ants

Figure 2 - Red sphere and blue ground.  1600 samples per pixel.

The image above and the image below use light sources with intensities greater that one because otherwise the images are quite dark.  It is, however important to choose the intensity of your lights carefully, as it is easy to get them too bright.  The following image was shaded using two lights one to the left and one to the right of the camera.  It is obvious that the light on the lef to the camera was too bright.

shaded budah

Figure 3 - "Over exposed" Buddah