THE GEORGE WASHINGTON UNIVERSITY

Department of Computer Science

CS 6554 - Computer Graphics II - Spring 2014

Assignment 3, Shading and Illumination Modeling

Yan Meng

Description:

The implemented system involves shading and illumination modeling. Three shading algorithms are implemented (Constant, Gouraud, and Phong) using Phong specular illumination model. The light source and the camera position are assumed to be infinitely far away. Viewing specifications are built in the system and can be easily modified by editing a few parameters.

 

Result comparison

Viewing Specification

Constant Shading

Gouraud Shading

Phong Shading

 

Camera: (100, 120, -100)

Reference: (0, 0, 0)

Up: (0, 1, 0)

d: 90

f: 110

fov: 60o


Number_of_Lights: 1

Position: (-100, 100, -100)

I_light: (0.5, 0.0, 0.0)

shading: constant/gouraud/phong

 

Number_of_Objects: 1

Object name: ball.d

scale: (1, 1, 1)

translate: (0, 0, 0)

color: (0.1, 0.1, 0.1)

k_a: (0.1, 0.1, 0.1)

k_d: (0.3, 0.3, 0.3)

k_s: (0.8, 0.8, 0.8)

n: 16

 

Camera: (100, 120, -100)

Reference: (0, 0, 0)

Up: (0, 1, 0)

d: 90

f: 110

fov: 60o


Number_of_Lights: 1

Position: (-100, 100, -100)

I_light: (0.5, 0.5, 0.0)

shading: constant/gouraud/phong

 

Number_of_Objects: 1

Object name: cow.d

scale: (1, 1, 1)

translate: (0, 0, 0)

color: (0.1, 0.1, 0.1)

k_a: (0.1, 0.1, 0.1)

k_d: (0.3, 0.3, 0.3)

k_s: (0.8, 0.8, 0.8)

n: 16

 

Camera: (100, 120, -100)

Reference: (0, 0, 0)

Up: (0, 1, 0)

d: 90

f: 110

fov: 60o


Number_of_Lights: 2

I_light[0]: (0.5, 0.5, 0.0)

Loc: (-100, 100, -100)

I_light[1]: (0.8, 0.0, 0.0)

Loc: (-100, -100, -100)

shading: constant/gouraud/phong

 

Number_of_Objects: 2

Object[0] name: cow.d

scale: (1.8, 1.8, 1.8)

translate: (0, 0, 0)

color: (0.1, 0.1, 0.0)

k_a: (0.1, 0.1, 0.0)

k_d: (0.3, 0.3, 0.0)

k_s: (0.8, 0.8, 0.0)

n: 16

Object[1] name: bench.d

scale: (1.0, 1.0, 1.0)

translate: (0.5, 0.5, 0.5)

color: (0.1, 0.1, 0.1)

k_a: (0.1, 0.1, 0.1)

k_d: (0.3, 0.3, 0.3)

k_s: (0.8, 0.8, 0.8)

n: 50

©2014 - Yan Meng