Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
A fast alternative to Phong's specular model
Graphics gems IV
Mathematical Elements for Computer Graphics
Mathematical Elements for Computer Graphics
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The computational effort to render images with light sources and a camera at infinity is less than that with light sources at finite distance from the illuminated surface. On the other hand, in the case of an infinitely remote light source and camera, planar polygons do not receive highlights. In this paper, a method is suggested using the (relatively cheap) infinite-distance model instead of the expensive finite-distance model for the computation of highlights. It works by replacing a light source at finite distance with a light source at infinite distance, and at the same time adjusting the normal vectors in such a way that the resulting illumination pattern stays the same. With these modifications, a simple table look-up takes the place of an expensive computation to obtain the specular term in the standard illumination model.