Shading with Area Light Sources
Abstract
This paper derives a shading model for area light sources which covers both diffuse and specular reflection. The shading model assumes ideally diffuse polygonal light sources and uses Phong’s reflection model. The model can accurately integrate the intensities of diffuse and specular reflection without simulating an area light source as an array of point light sources. To simplify the reflection integration, each light source is transformed from the Cartesian coordinate system into the polar system. The light source is projected onto a unit sphere and then triangulated along great circles of the unit sphere. Finally, the integration value is calculated by polynomial approximation. Since our method can accurately integrate both diffuse and specular reflection, it can generate images that are more photorealistic than conventional methods. Because point light sources are not employed, highlight roughness is completely suppressed. Several images are presented that show the advantages of our method.
BibTeX
@inproceedings {10.2312:egtp.19911017,
booktitle = {EG 1991-Technical Papers},
editor = {},
title = {{Shading with Area Light Sources}},
author = {Tanaka, Toshimitsu and Takahashi, Tokiichiro},
year = {1991},
publisher = {Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/egtp.19911017}
}
booktitle = {EG 1991-Technical Papers},
editor = {},
title = {{Shading with Area Light Sources}},
author = {Tanaka, Toshimitsu and Takahashi, Tokiichiro},
year = {1991},
publisher = {Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/egtp.19911017}
}