1. Point
CPoint(n)
2. Mesh
Quad or Triangle construction from Points
3. FillMesh
Using polygon filling algorithm to determine each point in polygon
4. Calculate each point's color with light & texture
For vertexs
Ambient light: Ambient Light Intensity * Ambient Reflection Coefficient * RGB
Diffuse light: Diffuse Light Intensity * Diffuse Reflection Coefficient *cos(θ)* RGB
-->L vector = Light Position - Point ; N vector = Point Normal;
--> cos(θ) = L · N/|L||N|
For other p0ints
Gourand: Each vertex color of the mesh -> BilinearInterpolation ->This Point Color
Phong: Each vertex normal of the mesh -> BilinearInterpolation -> This Point Normal -> Color
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