Lighting Models Flashcards

(42 cards)

1
Q

Q1: What is the purpose of lighting models in computer graphics?

A

A1: To simulate how light interacts with surfaces and determine the color and brightness of each visible point in a rendered image.

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2
Q

Q2: What stage of the rendering pipeline does lighting belong to?

A

A2: After projection and hidden-surface removal — it determines the final appearance of visible surfaces.

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3
Q

Q3: What is local illumination?

A

A3: It only considers direct light from sources to surfaces — no reflections or inter-object lighting.

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4
Q

Q4: What is global illumination?

A

A4: It accounts for all light interactions, including reflections, refractions, and indirect lighting between objects.

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5
Q

Q5: Which is more realistic but computationally expensive?

A

A5: Global illumination.

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6
Q

Q6: Which illumination model is commonly used in real-time rendering?

A

A6: Local illumination (e.g., the Phong model).

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7
Q

Q7: What are the three main light source types?

A

A7: Point light, directional light, and spotlight.

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8
Q

Q8: How does a point light behave?

A

A8: Emits light equally in all directions from a single point in space.

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9
Q

Q9: How is a directional light different from a point light?

A

A9: It has direction but no position — all rays are parallel, like sunlight.

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10
Q

Q10: What defines a spotlight?

A

A10: A point light with a specific cone direction and falloff, simulating focused beams.

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11
Q

Q11: What is light attenuation?

A

A11: The decrease in light intensity with distance from the source — simulates realistic fading.

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12
Q

Q12: What are the three components of the Phong lighting model?

A

A12: Ambient, diffuse, and specular reflection.

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13
Q

Q13: What does the ambient component represent?

A

A13: Indirect light scattered throughout the environment, preventing surfaces from appearing completely black.

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14
Q

Q14: What does the diffuse component represent?

A

A14: Light scattered evenly in all directions on rough surfaces — gives the object its basic color.

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15
Q

Q15: What does the specular component represent?

A

A15: The mirror-like highlight that depends on the viewer’s position relative to the reflection direction.

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16
Q

Q16: What kind of surfaces show more specular reflection?

A

A16: Smooth, shiny materials like plastic, glass, or metal.

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17
Q

Q17: What is a Lambertian surface?

A

A17: A perfectly diffuse surface that appears equally bright from all viewing directions.

18
Q

Q18: What determines the brightness of diffuse reflection?

A

A18: The angle between the surface normal and the light direction — smaller angles (more perpendicular) appear brighter.

19
Q

Q19: What kind of materials are modeled well by diffuse reflection?

A

A19: Matte surfaces like chalk, clay, or paper.

20
Q

Q20: What causes a specular highlight on a surface?

A

A20: Concentrated reflection of light when the viewing direction aligns with the reflected light vector.

21
Q

Q21: What does the shininess (specular exponent) control?

A

A21: The size and sharpness of the highlight — higher values = smaller, sharper highlight (glossier surface).

22
Q

Q22: Why does specular reflection depend on the viewer’s position?

A

A22: Because the reflected light must reach the viewer for the highlight to be visible.

23
Q

Q23: How does the Blinn–Phong model improve the original Phong model?

A

A23: It uses a halfway vector (between light and view directions) instead of a reflection vector, making it more efficient and stable for GPUs.

24
Q

Q24: Which model gives slightly smoother highlights — Phong or Blinn–Phong?

A

A24: Blinn–Phong.

25
Q25: What is shading?
A25: The process of determining how lighting varies across a surface.
26
Q26: What are the three common shading techniques?
A26: Flat shading, Gouraud shading, and Phong shading.
27
Q27: What is flat shading?
A27: Applies one lighting value per polygon — results in a faceted look.
28
Q28: What is Gouraud shading?
A28: Calculates lighting at vertices and interpolates colors across the surface — smoother but can miss specular highlights.
29
Q29: What is Phong shading?
A29: Interpolates surface normals per pixel and computes lighting per pixel — produces very smooth, realistic highlights.
30
Q30: Which shading method is the most realistic?
A30: Phong shading.
31
Q31: Which shading method is the fastest but least accurate?
A31: Flat shading.
32
Q32: How is object color determined under light?
A32: By multiplying the light’s color by the material’s color component (R, G, B).
33
Q33: Why does a red object under blue light appear black?
A33: Because blue light has no red component to reflect.
34
Q34: What determines whether a material has colored or white highlights?
Metals reflect colored specular highlights (tinted). Non-metals (like plastics) reflect white highlights.
35
Q35: How do multiple light sources affect illumination?
A35: Each light contributes its own ambient, diffuse, and specular components — all are added together for the final color.
36
Q36: Why is the ambient term usually only added once?
A36: Because ambient light represents the global background illumination, not individual light contributions.
37
Q37: Why do we need an ambient term in the lighting model?
A37: Because in real scenes, light bounces around and indirectly illuminates surfaces — ambient light fakes this effect.
38
Q38: Why do matte surfaces appear equally bright from all angles?
A38: Because they scatter light uniformly in every direction.
39
Q39: Why do shiny surfaces have highlights that move as you move your head?
A39: Because specular reflection depends on the viewer’s angle relative to the reflection direction.
40
Q40: Why do we use shading models like Gouraud and Phong?
A40: To smooth out lighting across polygons and avoid visible polygon edges.
41
Q41: Which shading technique can miss specular highlights?
A41: Gouraud shading (because it interpolates vertex colors, not lighting).
42
Q42: Why is the Phong illumination model considered “local”?
A42: It only accounts for direct light from sources — no reflections or refractions between surfaces.