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μC/OS-III is a very scalable and preemptive real-time kernel which supports multitasking and management of an unlimited number of tasks. It offers services which includes resource management, synchronization, inter-task communication, and has the ability to perform performance measurements at run time, directly signal or send messages to tasks, as well as pending on semaphores and message queues.
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Module 4
Visual Appearance (1):
Fundamental
Outline
§1. Introduction
§2. RGB color model
§3. Light sources
§4. Empirical illumination model
§5. Computation with Phong illumination model
§6. Summary
2
Sources
• Textbook (Chapter 7: Illumination)
• Wiki:
http://en.wikipedia.org/wiki/Phong_reflection_model
3
Outline
§1. Introduction
§2. RGB color model
§3. Light sources
§4. Empirical illumination model
§5. Computation with Phong illumination model
§6. Summary
4
• To create and display an image (or picture) using
computer graphics, we need to compute the color
and intensity of the light at each point in the
content.
• For this purpose, many processes are involved:
– Viewing / Projection: determine where each object
should go in the image
– Rasterization: determine which pixels should be filled
– Visibility / Hidden surface removal: determine which
object is in front at each pixel
– Illumination / Shading: determine what color it is
§1. Introduction
5
6
• How to represent color and intensity
• How to develop illumination models to compute
color and intensity
– Light source
Color (wavelength of light)
Position, direction, …
– Object properties
Material
Geometry
Absorption
– Observer
Illumination
Outline
§1. Introduction
§2. RGB color model
§3. Light sources
§4. Empirical illumination model
§5. Computation with Phong illumination model
§6. Summary
7
• Color forms a 3D vector space.
• Three primary colors: red, green, blue.
• Every color is represented as a linear combination of red
(R), green (G) and blue (B).
• In image processing, each of R,G,B is an integer between
0 and 255
• In computer graphics, each of R,G and B is a floating-point
number between 0 and 1.
§2. RGB Color Model
8
• A unit cube is used to represent color space.
– Black is at one corner, as the origin of the coordinate system.
– R,G,B colors are along the 3 coordinate axes.
– Intensity varies along the edges of the cube, from 0 to 1.
RGB color cube
9
• For each color c, there is a unique
(R,G,B) inside the cube for it.
– The numerical values (R,G,B)
represent intensities.
– The higher the value of R/G/B, the
greater the contribution of
red/green/blue to the color c.
• For example, in VRML,
material Material { diffuseColor 0.5, 0.3, 0.8 }
Outline
§1. Introduction
§2. RGB color model
§3. Light sources
§4. Empirical illumination model
§5. Computation with Phong illumination model
§6. Summary
10
• Ambient light source
• Directional light source
• Point light source
• Other light sources
§3. Light Sources
11
• Problem: How to describe environment
or background light?
• Environment or background light
– Light is reflected from surrounding
objects, not directly from light
sources
– Indirect illumination
• Property
– no spatial or directional characteristics
3.1 Ambient light source
12
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