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CH 15

The document discusses various topics related to light, surfaces, and imaging including: 1. Specular surfaces reflect light in a narrow range of angles while diffuse surfaces scatter light equally in all directions. Translucent surfaces allow some light to pass through and refract. 2. Shadows are formed based on the size and type of light source, whether it be ambient, point-based, or spot lighting. 3. Color models like RGB, RGBA, and CMYK describe how colors are created and represented. Hue, saturation, tone, tint, and shade are terms used to describe color properties.

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Maisa Arham
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0% found this document useful (0 votes)
22 views28 pages

CH 15

The document discusses various topics related to light, surfaces, and imaging including: 1. Specular surfaces reflect light in a narrow range of angles while diffuse surfaces scatter light equally in all directions. Translucent surfaces allow some light to pass through and refract. 2. Shadows are formed based on the size and type of light source, whether it be ambient, point-based, or spot lighting. 3. Color models like RGB, RGBA, and CMYK describe how colors are created and represented. Hue, saturation, tone, tint, and shade are terms used to describe color properties.

Uploaded by

Maisa Arham
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Light, Surface and Imaging

• Illumination has strong impact on appearance of the


surface
Specular Surfaces

• Specular surfaces appear shiny because most of the


light that is reflected or scattered is in a narrow range of
angles close to the angle of reflection.
• Mirrors are perfectly specular surfaces
Diffusive Surfaces

• Diffuse surfaces are characterized by reflected light


being scattered in all directions. Walls painted with matte
or flat paint are diffuse reflectors.
– Perfectly diffuse surfaces scatter light equally in all directions,
– Flat perfectly diffuse surface appears the same to all viewers.
Translucent Surfaces

• Translucent surfaces allow some light to penetrate the


surface and to emerge from another location on the
object.
– This process of refraction characterizes glass and water.
– Some incident light may also be reflected at the surface.
Shadows

• Shadows created by finite-size light source.


– Umbra – full shadow
– Penumbra – partial shadow
Light Sources

• Color Sources
• Ambient Light (uniform lighting)
• Point Source (emits light equally in all
directions)
• Spot Lights (Restrict light from ideal point
source)
What Shading can do?

• Let us suppose we draw a circle


Phong Reflection Model

• A simple model supports three models of light


– matter interactions
– Diffuse
– Specular
– Ambient
• and uses four vectors
– normal
– to source
– to viewer
– perfect reflector
RGB color model

• The RGB color model is an additive color model in


which red, green, and blue light are added together
in various ways to reproduce a broad array of colors.
The name of the model comes from the initials of the
three additive primary colors, red, green, and blue.
Additive color

• Additive color is color created by mixing a number of


different light colors, with Red, green, and blue being the
primary colors normally used in additive color system.
subtractive color

• A subtractive color model explains the mixing of a limited


set of dyes, inks, paint pigments.

• cyan, magenta and yellow (CMY)


RGBA color model

• RGBA stands for Red Green Blue Alpha. While it is


sometimes described as a color space, it is actually
simply a use of the RGB color model, with extra
information
• The alpha channel is normally used as an opacity
channel. If a pixel has a value of 0% in its alpha channel,
it is fully transparent (and, thus, invisible), whereas a
value of 100% in the alpha channel gives a fully opaque
pixel.
16-bit high color

• When all 16 bits are used, one of the components


(usually green, see below) gets an extra bit, allowing 64
levels of intensity for that component, and a total of
65,536 available colors.
24-bit true color

• true color is defined to mean 256 shades of red, green,


and blue, for a total of 224 or 16,777,216 color
variations.
Gamut

• is a certain complete subset of colors, which can be


displayable or printable or watchable,
Hue

• Hue defines pure color in terms of "green", "red" or


"magenta". Hue also defines mixtures of two pure colors
like "red-yellow" (~ "orange"), or "yellow-green"
• Hues can refer to the set of "pure" colors within a color
space.
Tint

• A tint is a mixing result of an original color to which has


been added white.

• If you tinted a color, you've been adding white to the


original color.

• A tint is lighter than the original color.


Shade

• Shade is a color term commonly used by painters.

• A shade is a mixing result of an original color to which


has been added black.

• If you shaded a color, you've been adding black to the


original color.

• A shade is darker than the original color.


Tone

• The broader definition defines tone as a result of mixing


a pure color with any neutral/grayscale color including
the two extremes white and black.

• The narrower definition defines tone as a result of mixing


a pure color with any grayscale color excluding white
and black.
Saturation

• Saturation defines a range from pure color (100%) to


gray (0%) at a constant lightness level. A pure color is
fully saturated.
Color Multiplying

• Colors are multiplied to describe the interaction between


a surface and a light source.
• The colors of each are multiplied together to estimate the
reflected light color.
• this is the color of the light that this particular light
reflects off this surface
Saturated Colors

• When colors are multiplied and resultant color are out of


gamut.
Clamping Color Values

IF
• R>1 => R=1 R < 0 => R = 0
• B>1 => B=1 B < 0 => B= 0
• G>1 => G=1 G < 0 => G = 0

• supported by Graphics hardware


• it tends to lose fidelity
Scaling Color Values

• Divide all color values by highest color value.

• Not Acceptable
• contrast with other colors is lost.
Shifting Color Values / clipping

• create a gray-scale vector that runs along the black-


white axis of the color cube that's got the same
brightness as the original color and then to draw a ray at
right angles to this vector that intersects the original
color's vector.
Alpha blending

• Alpha blending is the process of combining a translucent


foreground color with a background color, thereby
producing a new blended color
Image blending

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