| Illumination in 3D | |
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Light enables us to see the world. In-fact, light enables us to exist on earth. Without light, there would be a dark black world. What we see is an outcome of what is received at the eye in form of light. |
| In 3D, we can display objects without light if we rendered them with flat colors, but we will lack the vision of depth, smooth shades and above all “realism”. From programming point of view, light is a simple “vector” with some additional characteristics. For general purpose, only a single light source is used. That means, only one light vector is used to illuminate the object surface.Before we start implementing light, we should have a little bit knowledge about rendering and shading.
Rendering is the process by which 3D objects in the scene are displayed after a lot of calculations which involve object properties and light properties. In simple terms, rendering determines the surface color of the 3D object. And in more simple terms, rendering calculates the color of pixel. The program which is responsible for rendering is often called as renderer. Shading determines the level of color intensity ranging from dark to bright. |
Types of Rendering methods:
1. Scanline. Types of shading: 1. Flat shading. In rendering 3 things are involved: 1. 3D objects
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| All or some of the properties listed below are used by the rendering program. | |
| 3D Object Properties
Location (x,y,z) |
Light Properties
Location (x,y,z) |
| Algorithm for a simple rendering of a 3D polygonal object to achieve flat shading:
1. Get visible polygons of the object |
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| Algorithm for a simple rendering of a 3D polygonal object to achieve smooth shading:
1. Get visible polygons of the object |
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| I have only tried to explain very briefly about implementing light in a 3D scene and as such the article is not a complete explanation of illumination model. Implementing a complete technically feasible illumination model gives the most near-realistic rendering. Illumination in 3D is a quite vast topic enough to fit into a special book. But it is really fascinating using mathematics to illuminate a 3D world using lights. And one day in the future, we may not be able to differentiate a original photograph and a 3D render by any means. I am eagerly waiting for that day’s fine morning. | |

