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Ray tracing tutorial - section 7: specular highlights, directional and ...
https://www.groovyvis.com/other/raytracing/specular.html
So, s = L · R, where s = specular, L = the ray from the intersection to the light and R = the reflected ray. Negative Values of s indicate that no light is reflected. Now we raise the specular component to an exponent that represents how shiny the object is …
Ray Tracing (Shading)
https://www.cs.cornell.edu/courses/cs4620/2012fa/lectures/35raytracing.pdf
specular coefficient specularly reflected light n v h A l 15 h = bisector(v, l) = v + l v + l n © 2012 Kavita Bala • (with previous instructors James/Marschner) Cornell CS4620/5620 Fall 2012 • Lecture 35 Putting it together •Usually include ambient, diffuse, Phong in one model •The final result is the sum over many lights 16 L = L a+ L d+ L s = k aI
Ray Tracing - Carnegie Mellon University
http://graphics.cs.cmu.edu/nsp/course/15-462/Spring04/slides/13-ray.pdf
Recursive Ray Tracing • Calculate specular component – Reflect ray from eye on specular surface – Transmit ray from eye through transparent surface • Determine color of incoming ray by recursion • Trace to fixed depth • Cut off if contribution below threshold Angle of Reflection
Ray Tracing - viterbi-web.usc.edu
https://viterbi-web.usc.edu/~jbarbic/cs420-s22/15-ray-tracing/15-ray-tracing-6up.pdf
Recursive Ray Tracing • Also calculate specular component – Reflect ray from eye on specular surface – Transmit ray from eye through transparent surface • Determine color of incoming ray by recursion • Trace to fixed depth • Cut off if contribution below threshold 24 Ray Tracing Assessment • Global illumination method • Image-based • Pluses
Raytracing - how to combine diffuse and specular color?
https://stackoverflow.com/questions/15619830/raytracing-how-to-combine-diffuse-and-specular-color
Update 2: One actual solution would be to calculate the phong contribution to the final pixel color (that is your variable mySpec).The idea is to only use a part of the diffuse component where the specular is actually not 0, that is, if you have some specular component, you don't actually see the diffuse component that much (or at all) so it can be adjusted for:
Basic Ray Tracing - Inspiring Innovation
https://www.csee.umbc.edu/~adamb/435/Slides/raytrace.pdf
Specular Component • Specular component is a mirror-like reflection • Phong Illumination Model –A reasonable approximation for some surfaces –Fairly cheap to compute • Depends on view direction 14 Specular Component 15 k sI(rˆ·vˆ)p k sImax(rˆ·vˆ,0)p L R V N Specular Component • Computing the reflected direction 16 rˆ=ˆl+2(ˆl·nˆ)nˆ n l h ω e n l r
java - Sphere raytracing - specular highlights - Stack …
https://stackoverflow.com/questions/40569883/sphere-raytracing-specular-highlights
Where c r is the color of the sphere, c a is the ambient component of light, c l is the color of the light, n is the normal at the point of intersection on the sphere, l is the direction of the light, c p is the color of the specular highlight, e is eye/Look From, r is the reflection vector off the surface of the sphere, and p in the exponent ...
Ray tracing and shading
http://graphics.cs.cmu.edu/courses/15-468/lectures/lecture3.pdf
Smooth specular reflection/refraction (e.g. chrome, glass, glaze/varnish) - light reflected/refracted only in a single direction - colored by source color 15 Idealized materials 16 Diffuse reflection 17 Diffuse reflection Real surface Lambertian reflection Lambertian surface Also called ideal diffuse reflection Basic Ray Tracing Pipeline 20
Ray Tracing - CSC418 | Yurina!
https://lihd1003.github.io/notebook/csc418/ray_tracing.html
If the half vector is near the surface normal, the specular component should be bright; if it is far away it should be dim. The half vector h h is calcualted as h = v +l ∥v +l∥ h = v + l ‖ v + l ‖ and the shading model is L = kdI max(0,n ⋅l) +ksI max(0,n ⋅h)p L = k d I max ( 0, n ⋅ l) + k s I max ( 0, n ⋅ h) p ks k s is the specular coefficient
MaterialDefinitionLanguage - raytracing-docs.nvidia.com
https://raytracing-docs.nvidia.com/mdl/introduction/nvidia_mdl_introduction.220405.A4.pdf
specular_bsdf A component representing colored specular reflection, specular transmission (refraction) or a combination of both. This image demonstrates pure specular reflection. Fig. 5.4 – specular_bsdf specular_bsdf The use of the specular_bsdfin this image demonstrates pure specular transmission.
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