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In addition to drawing edge lines and highlights, we need to shade the
surfaces of objects. Traditional diffuse shading sets luminance
proportional to the cosine of the angle between light direction and
surface normal:
| |
(1) |
where I is the RGB color to be displayed for a given point on the
surface, kd is the RGB diffuse reflectance at the point, ka is
the RGB ambient illumination, is the unit vector in the
direction of the light source, and is the unit surface normal
vector at the point. This model is shown for kd = 1 and ka = 0
in Figure 3. This unsatisfactory image hides shape
and material information in the dark regions. Additional information
about the object can be provided by both highlights and edge lines. These
are shown alone in Figure 4 with no shading.
We cannot effectively add edge lines and highlights to
Figure 3 because the highlights would be lost in the
light regions and the edge lines would be lost in the dark regions.
To add edge lines to the shading in Equation 1, we can use
either of two standard heuristics. First we could raise ka until
it is large enough that the dim shading is visually distinct from the
black edge lines, but this would result in loss of fine details.
Alternatively, we could add a second light source, which would add
conflicting highlights and shading. To make the highlights visible on
top of the shading, we can lower kd until it is visually distinct
from white. An image with hand-tuned ka and kd is shown in
Figure 5. This is the best achromatic image using one
light source and traditional shading. This image is poor at
communicating shape information, such as details in the claw nearest
the bottom of the image. This part of the image is colored the
constant shade kd ka regardless of surface orientation.
Next: Tone-based Shading of Matte
Up: Automatic Lighting Model
Previous: Automatic Lighting Model
Bruce or Amy Gooch
4/21/1998