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Topic: Phong lighting


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In the News (Tue 29 Dec 09)

  
  Phong shading - Wikipedia, the free encyclopedia
Phong shading is an interpolation method in 3D computer graphics, using interpolation of surface normals in rasterizing polygons, to get better resolution of specular reflections such as those generated by the Phong reflection model.
Phong reflection is a local illumination model that can produce a certain degree of realism in three-dimensional objects by combining three elements: diffuse, specular, and ambient lighting for each considered point on a surface.
As a rendering method, Phong shading can be regarded as an improvement on Gouraud shading that provides a better approximation to a point-by-point application of an underlying reflection model by assuming a smoothly varying surface normal vector.
en.wikipedia.org /wiki/Phong_shading   (410 words)

  
 Gouraud shading - Wikipedia, the free encyclopedia
Gouraud shading is a method used in computer graphics to simulate the differing effects of light and color across the surface of an object.
In practice, Gouraud shading is used to achieve smooth lighting on low-polygon surfaces without the heavy computational requirements of calculating lighting for each pixel.
The lighting calculation used by Gouraud was based on the Lambertian diffuse lighting model.
en.wikipedia.org /wiki/Gouraud_shading   (393 words)

  
 The RenderMan Academy - Phong Shading Model
Since light is reflected equally in all directions the perceived illumination of the surface is not dependent on the position of the observer.
Since the light reflected from the surface is mainly in the direction of the reflected ray the position of the observer determines the perceived illumination of the surface.
The color of the light reflected from the surface depends upon the color of the light and the properties of the surface.
www.rendermanacademy.com /docs/phong_model.htm   (1646 words)

  
 Delphi3D - Rapid OpenGL Development
Because of this, specular light is view-dependent -- its intensity depends on the angle between the light vector and the view vector.
Diffuse lighting is based on the angle between the light vector and the surface normal.
The light vector L is the normalized vector from the point being shaded to the light source.
www.delphi3d.net /articles/viewarticle.php?article=phong.htm   (1812 words)

  
 oZone3D.Net Tutorials - Phong Lighting with GLSL - OpenGL Shading Language - Point Light - Spot Light - Attenuation
The LambertTerm factor is the keystone of the lighting equations.
The light vector is reversed because defined as the difference between the position of the spot light and the position of the current vertex in processing (see in the vertex shader code).
Lighting equation coefficients that are dependent on a specific source of light can be optionally multiplied by an attenuation factor.
www.ozone3d.net /tutorials/glsl_lighting_phong.php   (1920 words)

  
 GameDev.net - Phong Lighting and Specular Highlights
It was about specular highlights and the way normal (fast) phong lighting doesn't yield specular highlights on a flat plane (all normals pointing one way).
Phong gave spectral reflectivity as: diffuse + Ks * (R dot V)^n Which is: Kd * (N dot L) + Ks * (R dot V)^n Where Kd is the diffuse component and Ks is the specular compoenet.
(note: phong shading is done by recalculating the lighting equation at each pixel -- this is done by interpolating the vertex normals across the polygon and re-evaluating).
www.gamedev.net /reference/articles/article325.asp   (1187 words)

  
 Simland - Article - Phong Shading Page 1
By reducing the contrasting light differences across triangle edges, the exact outline of the brushwork is hidden by soft shadows.
Phong shading relies heavily on a good detailed texture for shape and form because there are no hard edges.
A Phong shader should contain special commands for the compiler and also point to the correct texture which will be used on the brushwork surfaces.
simland.planetquake.gamespy.com /pages/articles/phongshading1.htm   (1527 words)

  
 [No title]
This means that the falloff of the specular light at sharp angles between the surface and view is not taken into account (it's linear).
We have to remember the original equation where the specular light was a function of R and V. N would be constant, V would be constant, so specular light would just be a function of V -- ie, not very accurate at all.
Voltaire's phong shading method is completely correct for the equation he used (but as mentioned, it's basically the same as gouraud).
www.geocities.com /siliconvalley/park/9784/vgophong.txt   (2452 words)

  
 Computer Graphics : Illumination and Shading : Phong Shading:
Phong shading uses these shading normals, which are stored at each vertex, to interpolate the shading normal at each pixel in the triangle (RTR, p.
Once the lighting value has been calculated, it is recombined with the original texel color value using a modulate (multiply) operation to produce the final lit, colored, textured pixel.
Essentially, DOT3 combines the efficiencies of light maps, wherein you gain an advantage having expensive-to-calculate information (in the case of DOT3 per-pixel normals) "pre-baked" into a normal map rather than having to calculate them on the fly, with the more realistic lighting effect of Phong shading.
escience.anu.edu.au /lecture/cg/Illumination/phongShading2.en.html   (420 words)

  
 Chapter 8
Lighting of triangles can be done using a Phong lighting model which calculates the lighting on a per pixel basis, or a Gouraud flat lighting model which compares the lighting at each vertex and interpolates the lighting colors.
Falloff, generally described as the angle of the cone of light surrounding the hotspot wherein light intensity decreases from the maximum at the hotspot edge to 0 at the falloff edge, is implemented through the
An ambient light—area lighting similar to a fluorescent light, it is described by a polygon emitting parallel rays.
www.autodesk.com /heididg/Chapter8/Chapter8.html   (1172 words)

  
 Gamasutra - Features - "Implementing Lighting Models With HLSL" [04.18.03]
The light vector L describes the position of light and the normal vector N describes the normal of a vertex of the object:
Whereas diffuse lighting considers the location of the light vector and ambient lighting does not consider the location of the light or the viewer at all, specular lighting considers the location of the viewer.
In the specular lighting model developed by Bui Tong Phong [Foley], two vectors are used to calculate the specular component: the viewer vector V that describes the direction of the viewer (in other words the camera), and the reflection vector R that describes the direction of the reflections from the light vector.
www.gamasutra.com /features/20030418/engel_02.shtml   (1420 words)

  
 The Terms - N-Z
Phong Lighting Developed by Bui-ti Phong in 1972, a method of lighting a 3D world, the phong lighting model applies three different types of lighting to the vertex of every polygon.
Phong lighting works by performing operations based on the normal of the polygon, the "normal" being an imaginary line drawn orthogonal (straight up from) the face of the polygon.
The phong lighting model is fairly realistic for games, but fails to account for the fact that in real life, reflections off of steel or other metals change color depending on what angle they're viewed from, while specular highlighting always gives a reflection of the same color.
www.fortunecity.com /underworld/coinop/110/id30.htm   (3135 words)

  
 [No title]
This opens the door to "light textures" where the specular power and coefficient are modified by a texture per pixel.
Distance Attenuation ==================== In addition, the Phong lighting model often makes use of a light attenuation component, dividing by a factor of Ad^2+Bd+C where d is the distance between light and point lit.
Multiple Light Sources, Colors ============================== Several light sources can be thus rendered, either by having multiple S and d values to interpolate per surface, or using a multipass algorithm and an accumulation buffer.
www.math.mcgill.ca /~loisel/specular.txt   (850 words)

  
 phong [ Photoshop Lighting Effects Tutorial ]
To light the object, the filter refers to a 'texture channel', which describes the form of your object.
One point is where the light is coming from, the other point is where it is pointing towards.
It shines in the angle you position it, and the closer the two points are, the stronger the light will shine.
www.phong.com /tutorials/lightingeffects   (538 words)

  
 FS 3D Guide: Filtering and Lighting
Phong shading is so computationally intensive that it is not feasible to use in real-time without having some serious hardware action going on.
What differentiates Phong shading from Gouraud shading is that instead of doing the work to find out the intensity for light and shading on the vertices of the polygon, you do it for each pixel.
As you can see from the picture, which shows a light source and the resulting specular highlights on the object, Phong shading is able to show the reflections from the light source's position in relation to the various polygons that make up the image.
www.firingsquad.com /guides/videolightfilter/page7.asp   (415 words)

  
 Method and apparatus for performing tangent space lighting and bump mapping in a deferred shading graphics processor - ...
The diffuse light effect is determined by the position of the light with respect to the normal of the surface.
It is determined by the diffuse attribute of the material, D.sub.cm, the diffuse attribute of the light, D.sub.cl, the position of the light, P.sub.L, P.sub.Li, the position of the vertex, V, and the unit vector normal of the vertex, N. L is the unit length vector from the vertex to the light position.
The specular light effect is determined by the position of the light with respect to the normal of the surface and the position of the viewpoint.
www.freepatentsonline.com /6771264.html   (18158 words)

  
 Day Of Defeat Forums - Explanation requested on new technology
Phong shading : this could be the creation of smooth color gradients for curved objects.
Phong and Blinn shaders are simply surface shaders which give the appearance of specular highlights on top of a diffuse color of an object.
The phong shader is located next to last shader from the bottom of the page.
www.dayofdefeat.net /forums/showthread.php?s=&postid=948342   (1240 words)

  
 SplashDamage.com :: View topic - Phong Shading, what is it ?!?
Phong shading is a compiler option ONLY and is done on a texture by texture basis.
Phong lighting is applied to the edges of the texture surface to give the illusion of "smoothness" or "curvyness".
Phong shading is a compiler option so it cannot be seen easily in the map editor.
www.splashdamage.com /index.php?name=pnPHPbb2&file=viewtopic&t=3068   (2321 words)

  
 Computer Graphics
Phong Shading: Takes into account normal direction at a surface point in calculating the color.
In Phong shading, the normals are linearly interpolated from the vertex normals.
Then the lighting model is applied to every point using the computed normal.
www.mcs.csuhayward.edu /~grewe/CS4840/Mat/Phong.htm   (130 words)

  
 Tutorial 4: Simple Lighting   (Site not responding. Last check: 2007-10-30)
Phong is surprisingly versatile, but unfortunately tends to give everything a plastic like look.
The phong lighting equation is made up of 4 parts, emissive, ambient, diffuse, and specular.
One of the reasons that lighting is so tough is because in reality, our eye can make order of magnitude adjustments to light intensity, whereas in computer graphics we are stuck on a fixed exposure, 0.0-1.0 range for three color bands.
www.nondot.org /~kungfoomaster/Tut4.html   (318 words)

  
 lighting
A directional light source is considered to be an infinite distance away from the objects in the scene.
A positional light is near or within the scene and the direction of its rays are taken into account in lighting calculations.
Once the light sources are defined, normal vectors and material properties of the objects in the scene must also be defined.
www.mcs.csuhayward.edu /~grewe/CS4840/OpenGL/lighting.htm   (685 words)

  
 lighting (MATLAB Function Reference)   (Site not responding. Last check: 2007-10-30)
lighting flat lighting gouraud lighting phong lighting none
selects the algorithm used to calculate the effects of light objects on all surface and patch objects in the current axes.
functions create graphics objects that are affected by light sources.
www.cs.berkeley.edu /titan/sww/software/matlab/techdoc/ref/lighting.html   (49 words)

  
 phong - [ Photoshop Metal Shapes Tutorial ]
This is an advanced Photoshop tutorial, which assumes solid knowledge of the Photoshop interface and features, including the lighting effects filter.
The white parts on the channel create the high areas on the rendering, and the dark areas are lower.
This channel is a height map for the lighting effects.
www.phong.com /tutorials/metal   (750 words)

  
 Gamasutra - Features - "Implementing Lighting Models With HLSL" Printer Friendly
The self-shadowing term reduces the diffuse and specular component of the lighting model to null, in case the diffuse component is null.
The light vector is usually handled in object or world space, which leads to the problem, that the light vector has to be transformed into the same space as the normals in the bump map, to obtain proper results.
In the last line of the pixel shader, the attenuation value is multiplied with the result of the lighting computation to decrease or increase light intensity depending on the distance of the light source.
www.gamasutra.com /features/20030418/engel_pfv.htm   (4293 words)

  
 Radiosity
The amount of light reflected is independent of the direction that the surface is being viewed from since surfaces that reflect diffusely reflect in all directions equally.
The lighting calculation is done as the last step and is driven by the demand to know what color/intensity to display on the screen.
The amount of light emitted from a surface must be specified as a parameter in the model, just as in traditional lighting methods where the location and intensity of light sources must be specified.
web.cs.wpi.edu /~matt/courses/cs563/talks/radiosity.html   (1220 words)

  
 Delphi3D :: View topic - Phong For Dummies
Phong's lighting model, despite being not very realistic, is ubiquitous in modern-day 3D graphics because of its simplicity and efficiency.
The article discusses the lighting equation in detail, including a few common variations an extensions such as Blinn-style specular lighting.
Phong is a "local illumination model", which means that the shading of one point on a surface never affects the shading of another point.
www.delphi3d.net /forums/viewtopic.php?t=131   (829 words)

  
 3DEL: Phong shading
Multitexturing or multi-pass rendering for phong shading or lightmap.
Texture-mapping, environment-mapping, bump-mapping, solid-color polygons, Phong shading, Gouraud shading, Lambert.
Sophisticated lighting using multiple, movable color light sources with optional ambient light, depth cueing and special effects.
cg.cs.tu-berlin.de /~ki/3del_1419_feat_phong.html   (3245 words)

  
 Phong Shading
Despite some of its failings, Phong shading is still common in 3D systems, and people are always looking for faster and easier ways to approximate it.
------------------------------------------------------------ Real phong shading Real phong shading is done by interpolating the vertex normals across the surface of a polygon, or triangle, and illuminating the pixel at each point, usually using the phong lighting model.
Moving the light source around involves changing the P and Q values; using the normals sort of works, but after about 90 degrees, weird things start to happen.
www.whisqu.se /per/docs/graphics8.htm   (945 words)

  
 Global lighting models which are feasible on todays hardware - Beyond3D Forum   (Site not responding. Last check: 2007-10-30)
The local lighting models are incredibly poor and not worth the effort of implementing.
I've seen shader versions of the Phong lighting model(vertex and pixel) however while it looks much better it still doesn't give me viewer independence and decent shadows.
Because phong lighting means energy in != to engery out with a single pass of indirect lighting it possible won't be to bad.
www.beyond3d.com /forum/showthread.php?t=24746   (650 words)

  
 Phong Shading   (Site not responding. Last check: 2007-10-30)
Phong Shading interpolates lighting model parameters, not colours.
The lighting model does not have to be the Phong lighting model...
The view and light vectors may also be interpolated or approximated.
medialab.di.unipi.it /web/IUM/Waterloo/node85.html   (108 words)

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