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3.1 Lighting and Materials

The traditional ``Whitted-style'' illumination model has many variations, but for one light the following formula is representative:  
where the vector quantities are shown in Figure 7, and L is the radiance (color) being computed, s is a shadow term that is either zero or one depending on whether the point luminaire is visible, kd is the diffuse reflectance, la is the ambient illumination, le is the luminaire color, kh is the Phong highlight reflectance, ks is the specular reflectance, Ls is the radiance coming from the specular direction, kt is the specular transmittance, and Lt is the radiance coming from the transmitted direction. Although this basic formula serves us well, we believe some alterations can improve performance and appearance. In particular, we are careful in allowing ks and kt to change with incident angle, we modify the ambient component la to be a very crude approximation to global illumination (Section 3.1.1), and we allow soft shadowing by making s vary continuously between zero and one (Section 3.2). Finally, we break the materials into several classes to compute only non-zero coefficients for efficiency.


  

Figure 7: The directional quantities associated with Equation 1.


One well-known problem with Equation 1 is that the specular terms do not change with incident angle. This is different from the behavior of materials in the real world [14]. In a conventional ray tracer the values of kd, ks and kt can be hand-tuned to depend on viewpoint but in an interactive setting this does not work well. Instead, we first break down materials into a few distinct subjective categories suggested in [31]: diffuse , dielectric , metal , and polished . The modifications for these materials is described below:

Diffuse. For diffuse surfaces we use Equation 1 with kh = ks = kt = 0. This is the same as a conventional ray tracer.

Metal. Metal has a reflectance that varies with incident angle [6]. We are currently ignoring this effect, and other effects of real metal, and using traditional Whitted-style lighting. We use Equation 1 with kd = kt = 0, and kh = ks.

Dielectric. Dielectrics, such as glass and water, have reflectances that depend on viewing angle. These reflectances are modeled by the Fresnel Equations, which for the unpolarized case can be approximated by a polynomial developed by Schlick [28]:

and kt is determined by conservation of energy:

The internal attenuation of intensity I is the standard exponential decay with distance t according to extinction coefficient :

To approximate the specular reflection of an area light source we add a Phong term to dielectrics as well.

Polished. We use the coupled model presented in [30]. This model allows the ks to vary with incident angle, and allows the diffuse appearance to decrease with angle. As originally presented, it is a BRDF, but it is modified here to be appropriate for a clamped RGB lighting model with an ambient component:


where the first term assumes the ambient component arises from directionally uniform illumination.



 
next up previous
Next: Ambient Lighting Up: IMPLEMENTATION DETAILS Previous: IMPLEMENTATION DETAILS
William M Martin
2/5/1999