no illumination
local illumination
global illumination
ambient: \(I_a m_a\)
diffuse: \(I_l m_d \left( \vec{n} \cdot \vec{l} \right)\)
specular: \(I_l m_s \left( \vec{r} \cdot \vec{v} \right)^s\)
\[
I \;=\;
I_a m_a +
I_l \left(
m_d \left( \vec{n} \cdot \vec{l} \right) +
m_s \left( \vec{r} \cdot \vec{v} \right)^s
\right)
\]
At each intersection point, reflect and/or refract incoming viewing ray at surface normal, and trace child rays recursively.
The final color is interpolated between local illumination, reflection, and refraction based on material properties.
standard ray tracing
+soft shadows
+caustics
+indirect lighting
© Henrik Wann Jensen
scaling
rotation
translation

ambient
+diffuse
+specular
flat
Gouraud
Phong
z-Buffer
level 0 = axiom
level 1
level 2
level 3
3D Geometry Processing - Master, Spring
Applied Optimization - Master, Fall