3D graphics eBook - Course Materials Repository
3D graphics eBook - Course Materials Repository
3D graphics eBook - Course Materials Repository
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
Lambertian reflectance 70<br />
Lambertian reflectance<br />
If a surface exhibits Lambertian reflectance, light falling on it is scattered such that the apparent brightness of the<br />
surface to an observer is the same regardless of the observer's angle of view. More technically, the surface luminance<br />
is isotropic. For example, unfinished wood exhibits roughly Lambertian reflectance, but wood finished with a glossy<br />
coat of polyurethane does not, since specular highlights may appear at different locations on the surface. Not all<br />
rough surfaces are perfect Lambertian reflectors, but this is often a good approximation when the characteristics of<br />
the surface are unknown. Lambertian reflectance is named after Johann Heinrich Lambert.<br />
Use in computer <strong>graphics</strong><br />
In computer <strong>graphics</strong>, Lambertian reflection is often used as a model for diffuse reflection. This technique causes all<br />
closed polygons (such as a triangle within a <strong>3D</strong> mesh) to reflect light equally in all directions when rendered. In<br />
effect, a point rotated around its normal vector will not change the way it reflects light. However, the point will<br />
change the way it reflects light if it is tilted away from its initial normal vector. [1] The reflection is calculated by<br />
taking the dot product of the surface's normal vector, , and a normalized light-direction vector, , pointing from<br />
the surface to the light source. This number is then multiplied by the color of the surface and the intensity of the light<br />
hitting the surface:<br />
,<br />
where is the intensity of the diffusely reflected light (surface brightness), is the color and is the intensity<br />
of the incoming light. Because<br />
,<br />
where is the angle between the direction of the two vectors, the intensity will be the highest if the normal vector<br />
points in the same direction as the light vector ( , the surface will be perpendicular to the direction of<br />
the light), and the lowest if the normal vector is perpendicular to the light vector ( , the surface runs<br />
parallel with the direction of the light).<br />
Lambertian reflection from polished surfaces are typically accompanied by specular reflection (gloss), where the<br />
surface luminance is highest when the observer is situated at the perfect reflection direction (i.e. where the direction<br />
of the reflected light is a reflection of the direction of the incident light in the surface), and falls off sharply. This is<br />
simulated in computer <strong>graphics</strong> with various specular reflection models such as Phong, Cook-Torrance. etc.<br />
Spectralon is a material which is designed to exhibit an almost perfect Lambertian reflectance, while Scotchlite is a<br />
material designed with the opposite intent of only reflecting light on one line of sight.<br />
Other waves<br />
While Lambertian reflectance usually refers to the reflection of light by an object, it can be used to refer to the<br />
reflection of any wave. For example, in ultrasound imaging, "rough" tissues are said to exhibit Lambertian<br />
reflectance.<br />
References<br />
[1] Angel, Edward (2003). Interactive Computer Graphics: A Top-Down Approach Using OpenGL (http:/ / books. google. com/<br />
?id=Fsy_QgAACAAJ) (third ed.). Addison-Wesley. ISBN 978-0-321-31252-5. .