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- Path: sparky!uunet!olivea!charnel!sifon!thunder.mcrcim.mcgill.edu!snorkelwacker.mit.edu!ai-lab!fiber-one!sundar
- From: sundar@fiber-one.ai.mit.edu (Sundar Narasimhan)
- Newsgroups: comp.graphics
- Subject: question about illumination/shading
- Message-ID: <1ep8h0INNqu2@life.ai.mit.edu>
- Date: 23 Nov 92 00:27:12 GMT
- Sender: sundar@fiber-one (Sundar Narasimhan)
- Reply-To: sundar@ai.mit.edu
- Organization: MIT Artificial Intelligence Laboratory
- Lines: 16
- NNTP-Posting-Host: fiber-one.ai.mit.edu
-
- I was recently looking at a meshed model of a skull when I realized
- that the equation that I've been using for shading (let's say, there is only
- ONE light situated at the eye point pointing away towards the screen)
- has trouble when the surface normals of the polygonal patches
- do NOT show a great variation. (Since this angle stays relatively
- constant throughout the surface, the entire surface looks pretty
- much the same color).
-
- What I've been wondering is that has anyone looked at ways of
- improving the dynamic range of intensities in an image based on
- the range of surface normal variation locally?
-
- Now, I know that as I move my eye close in, this variation becomes
- larger and hence the surface detail becomes more apparent, but what
- I want is the shading to stay relatively unchanged as the eye moves
- around.
-