|
This applet allows you to experiment with various parameters
of a lighting model. A few notes:
- There's one light in the scene, at the position of the white
cross-hair. The light is white, and its intensity is
I_l.
- Specular highlights are done using Phong's shading model.
- The spheres are raytraced individually, going from the furthest
to the closest sphere. This means you won't see any shadows.
- If you run this applet on anything less than a 24-bit colour
display, the resulting pictures are not going to be that pretty.
- When running this applet under older versions (< 4.x)
of Netscape, the function "copy image to window" doesn't
work properly: whenever it is redrawn, it shows the current picture.
When run using the Appletviewer, it should work fine though.
|
| k_a |
material's ambient coefficient |
| I_a |
ambient light (R, G and B) |
| k_d |
material's diffuse coefficient |
| I_l |
light (at crosshair) intensity (R, G and B) |
| N |
surface normal at point of intersection |
| L |
vector to light from point of intersection |
| k_s |
material's specular coefficient |
| V |
vector to viewer from point of intersection |
| R |
vector L reflected at point of intersection |
| n_s |
material's specular reflection parameter |
|