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Our model cannot be implemented directly in high-level graphics
packages that use Phong shading. However, we can use the Phong
lighting model as a basis for approximating our model. This is in the
spirit of the non-linear approximation to global illumination used by
Walter et al. [24]. In most graphics systems (e.g. OpenGL)
we can use negative colors for the lights. We can approximate
Equation 2 by two lights in directions
and -
with intensities (kwarm - kcool)/2 and (kcool - kwarm)/2
respectively, and an ambient term of (kcool + kwarm)/2. This assumes
the object color is set to white. We turn off the Phong highlight
because the negative blue light causes jarring artifacts. Highlights
could be added on systems with accumulation buffers [11].
This approximation is shown compared to traditional Phong shading and
the exact model in Figure 11. Like Walter et
al., we need different light colors for each object. We could avoid
these artifacts by using accumulation techniques which are available
in many graphics libraries.
Edge lines for highly complex objects can be generated interactively
using Markosian et al.'s technique [14]. This only works for
polygonal objects, so higher-order geometric models must be
tessellated to apply that technique. On high-end systems,
image-processing techniques [19] could be made interactive.
For metals on a conventional API, we cannot just use a light source.
However, either environment maps or texture maps can be used to
produce alternating light and dark stripes.
Next: Future Work and Conclusion
Up: Automatic Lighting Model
Previous: Shading of Metal Objects
Bruce or Amy Gooch
4/21/1998