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3D graphics eBook - Course Materials Repository

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Phong shading 106<br />

Visual illustration of the Phong equation: here the light is white, the ambient and diffuse colors are both blue, and the specular color is white,<br />

reflecting a small part of the light hitting the surface, but only in very narrow highlights. The intensity of the diffuse component varies with the<br />

References<br />

direction of the surface, and the ambient component is uniform (independent of direction).<br />

[1] Watt, Alan H.; Watt, Mark (1992). Advanced Animation and Rendering Techniques: Theory and Practice. Addison-Wesley Professional.<br />

pp. 21–26. ISBN 978-0201544121.<br />

[2] Foley, James D.; van Dam, Andries; Feiner, Steven K.; Hughes, John F. (1996). Computer Graphics: Principles and Practice. (2nd ed. in C).<br />

Addison-Wesley Publishing Company. pp. 738 and 739. ISBN 0-201-84840-6.<br />

[3] B. T. Phong, Illumination for computer generated pictures, Communications of ACM 18 (1975), no. 6, 311–317.<br />

[4] University of Utah School of Computing, http:/ / www. cs. utah. edu/ school/ history/ #phong-ref<br />

Photon mapping<br />

In computer <strong>graphics</strong>, photon mapping is a two-pass global illumination algorithm developed by Henrik Wann<br />

Jensen that solves the rendering equation. Rays from the light source and rays from the camera are traced<br />

independently until some termination criterion is met, then they are connected in a second step to produce a radiance<br />

value. It is used to realistically simulate the interaction of light with different objects. Specifically, it is capable of<br />

simulating the refraction of light through a transparent substance such as glass or water, diffuse interreflection<br />

between illuminated objects, the subsurface scattering of light in translucent materials, and some of the effects<br />

caused by particulate matter such as smoke or water vapor. It can also be extended to more accurate simulations of<br />

light such as spectral rendering.<br />

Unlike path tracing, bidirectional path tracing and Metropolis light transport, photon mapping is a "biased" rendering<br />

algorithm, which means that averaging many renders using this method does not converge to a correct solution to the<br />

rendering equation. However, since it is a consistent method, a correct solution can be achieved by increasing the<br />

number of photons.

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