Foundations of Light Sources Modeling - lorentzo/IntroductionToComputerGraphics GitHub Wiki

General

  • Light is entity of a 3D scene which function is to indicate where is light emitted.
  • In order to see objects light must be present in 3D scene which then can illuminate object directly or indirectly (light bouncing around the scene)
  • In real world, light sources have shape (size) which emit light. Therefore, they can be look at. Sources of light:
    • All objects with temperature above absolute zero have moving atoms, the motion of atomic particles that hold electrical charges causes objects to emit electromagnetic radiation over a range of wavelengths. Objects need to be much warmer to emit meaningful amounts of electromagnetic radiation at visible frequencies.
    • Incandescent (tungsten) lamps have a small tungsten filament
    • Halogen lamps tungsten filament with halogen gas
    • Gas-discharge lamps
    • LED lights
  • Simulating real-world light sources as objects with shape and size is expensive. This kind of simulated light sources are called area lights and more generally, geometric area lights - physical lights.
    • Size of emissive object and its distance from surface (concept of solid angle) are two main information required for calculating reflection on surface.
  • Simplified model of light source is based on ideal objects which have no size - delta/non-physical lights. Two main types of no-physical lights are:
    • spherical lights or point light sources - omnidirectional
    • directional or distant lights - directional light
  • Example of light sources

Distant lights

  • Model as light rays which are parallel
  • Main parameter: angle or rays, intensity

Point lights

  • Light rays coming out of point in all directions
  • Main parameter: position, intensity
  • Light falloff

Literature: