Chris CovingtonCSCI263 – Final Project
May 3, 2005
Changes and Additions:
• Further implemented the illumination model. Illumination is now calculated in the full RGB color space and incorporates individual specular, diffuse, specular reflection and diffuse reflection color adjustments. Specular level (n) is also controllable.
• Ambient lighting is now color dependent.• Implemented a simple alpha buffer for alpha blending transparency.
Multiple layers of transparency with individual alpha values are supported.
1 – Full Specular & Specular/Diffuse Reflection. White Light (no ambient light).
2 – Diffuse Reflection. Ambient Light (0.25, 0.25, 0.25).
(1.0, 0.0, 1.0) (1.0, 0.0, 0.5) (1.0, 0.0, 0.0)
3 – Diffuse Reflection (no ambient light).
(1.0, 0.0, 1.0) (1.0, 0.0, 0.5) (1.0, 0.0, 0.0)
4 – Specular Level.
n = 4 n = 10 n = 1
5 – Specular Highlight.
(0.0, 0.0, 1.0) (0.5, 0.5, 0.5) (1.0, 0.0, 1.0)
6 – Specular Reflection.
(1.0, 0.0, 1.0) (1.0, 0.0, 0.0) (1.0, 0.0, 0.0)
7 – Simulated Materials.
Gold Chalk Plastic
8 – Simulated Materials. Ambient Light (0.0, 0.5, 0.0).
Gold Chalk Plastic
9 – Multiple Light Interaction (click for animation).
10 – Alpha Transparency (click for animation).