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An overview of lighting models in computer graphics, focusing on the differences between global and local lighting. Global lighting takes into account the properties of the entire scene, including interactions of light with objects and shadows. Local lighting, on the other hand, only considers material, surface geometry, and lights. The document also introduces the phong model, which combines both diffuse and specular reflections. Students can explore the concepts through the provided demo and experiment with different material properties and light sources.
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Reading: Most of what I know about Light, Material and the Phong Model, I learned from Angel, chapter 6, and the Red Book (chapter 5 in the 3rd edition, chapter 6 in the 1st edition). Some of the figures in this reading are drawn from Angel.
You’ll notice that when we color objects directly using RGB, there is no shading or other realistic effects. They’re just “cartoon” objects. In fact, since there is no shading, it’s impossible to see where two faces meet unless they are different colors. Lighting models are a replacement for “direct color” (where we directly specify what color something is using RGB). Instead, the actual RGB values are computed based on properties of the object, the lights in the scene, and so forth. There are several kinds of lighting models used in Computer Graphics, and within those kinds, there are many algorithms. Let’s first lay out the landscape, and then explore what’s available in OpenGL. The two primary categories of lighting are