Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!mnetor!seismo!columbia!husc6!linus!philabs!micomvax!onfcanim!dave From: dave@onfcanim.UUCP (Dave Martindale) Newsgroups: comp.graphics Subject: Re: AmigaWorld Ray-Tracing Article Message-ID: <15299@onfcanim.UUCP> Date: Sat, 2-May-87 12:26:00 EDT Article-I.D.: onfcanim.15299 Posted: Sat May 2 12:26:00 1987 Date-Received: Sat, 9-May-87 18:06:24 EDT References: <1514@sphinx.uchicago.edu> <804@elrond.CalComp.COM> Reply-To: dave@onfcanim.UUCP (Dave Martindale) Organization: National Film Board / Office national du film, Montreal Lines: 33 In article <804@elrond.CalComp.COM> amamaral@elrond.CalComp.COM (Alan Amaral) writes: > >Uh uh... Everything that I have read on reflection models, including >some of the more advanced ones, state that the color of a purely >specular reflection is the color of the LIGHT, NOT THE OBJECT! Now >above you're describing apples and criticizing oranges. You say that >the color of a mirrored SPHERE is irrelevent, and then talk about a >colored LIGHT... Which is it? If the object is green and the light >is blue, the specular reflection is blue, NOT green, black, OR some >subtle mixing of the two. There may be some diffuse reflection >that will bias the TOTAL color of the object, but that's another story. For plastic this is true - the colour of the object is produced by pigment within a carrier which is more-or-less white. So light scattered diffusely is the light source colour filtered by the pigment, but specular reflections off the surface are purely the colour of the light source. However, for ojbects that obtain their colour from their atomic structure, like metals, specular reflections are coloured too. A good example is copper. This is complicated by the fact that the colour of the reflection depends on the angle of incidence of the light - spectral reflectance is a 2-parameter function (wavelength and incidence angle). And if you have non-white incident light, it isn't sufficient to just have reflectances for "red", "green" and "blue" and multiply them by the RGB components of the incident light if you want really realistic looking colours; you have to split the spectrum up into more than 3 bands and do the computation band-by-band. Shading that takes reflectance characteristics of the material into account has been discussed by Cook and Torrance in the SIGGRAPH proceedings sometime in the last few years. (Sorry, I'm moving and can't get at my copy to check this).