调整目录结构
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@@ -96,6 +96,7 @@ module.exports = [
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text: '光照模型',
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collapsible: true,
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children: [
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{text: '传统光照模型', link: '/note/graphics/illumination_model/classic/illumination_model_01'},
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{text: '光度学', link: '/note/graphics/illumination_model/luminosity/luminosity'},
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{text: '双向反射分布函数\(BRDF\)', link: '/note/graphics/illumination_model/BRDF/BRDF'},
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{text: '微平面理论(一)', link: '/note/graphics/illumination_model/microfacets/microfacets_1'},
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+13
-3
@@ -18,8 +18,18 @@
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* [Turbolink](https://github.com/thejinchao/turbolink)
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## 个人笔记
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* [数学相关](/note/math/)
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* [密码学](/note/cryptography/)
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* [图形学](/note/graphics/)
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* 数学相关
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* [常用数学符号](/note/math/symbol.md)
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* [群](/note/math//group.md)
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* 数论([一](/note/math//number_theory_1.md), [二](/note/math/number_theory_2.md), [三](/note/math/number_theory_3.md))
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* [概率](/note/math/probability.md)
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* 密码学
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* [RSA](/note/cryptography/rsa.md)
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* [抛币协议](/note/cryptography/flip_coin.md)
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* [智能扑克](/note/cryptography/mental_poker.md)
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* 图形学
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* [数学基础](/note/graphics/math/)
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* [光照模型](/note/graphics/illumination_model/)
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* [环境光渲染](/note/graphics/image_based_lighting/)
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* 编程语言
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* [JavaScript](/note/language/javascript/)
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@@ -1,4 +1,4 @@
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# 光照模型(Illumination Model)
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# 传统光照模型(Illumination Model)
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## 1. Phong模型
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@@ -52,6 +52,36 @@ $$
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\vec{\mathrm{R}}=2(\vec{\mathrm{L}}\cdot\vec{\mathrm{N}})\vec{\mathrm{N}}-\vec{\mathrm{L}}
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$$
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## 2. Blinn-Phong模型
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### 2.1 基本定义
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和Phong模型很类似,只不过增加了半角向量$\vec{\mathrm{H}}$,也就是指向光源的向量$\vec{\mathrm{L}}$和指向相机的向量$\vec{\mathrm{V}}$的中间向量
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$$
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\vec{\mathrm{V}}=\frac{\vec{\mathrm{L}}+\vec{\mathrm{V}}}{\|\vec{\mathrm{L}}+\vec{\mathrm{V}}\|}
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$$
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### 2.2 算法
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[https://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model](https://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model)
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$$
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I_\mathrm{BlinnPhong}=I_\mathrm{ambient}+\sum({I_\mathrm{diffuse}+I_\mathrm{specular}})
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$$
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其中环境光和漫反射和Phong相同
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$$
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I_\mathrm{diffuse}=(\vec{L}\cdot\vec{N})L_dK_d \\
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I_\mathrm{specular}=(\vec{\mathrm{R}}\cdot\vec{\mathrm{V}})^\alpha L_sK_s
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$$
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高光部分使用$\vec{\mathrm{N}}\cdot\vec{\mathrm{H}}$代替$\vec{\mathrm{R}}\cdot\vec{\mathrm{V}}$
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$$
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I_\mathrm{specular}=(\vec{\mathrm{N}}\cdot\vec{\mathrm{H}})^nL_sK_s
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$$
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@@ -1,32 +0,0 @@
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# 光照模型(二)
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## 2. Blinn-Phong模型
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### 2.1 基本定义
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和Phong模型很类似,只不过增加了半角向量$\vec{\mathrm{H}}$,也就是指向光源的向量$\vec{\mathrm{L}}$和指向相机的向量$\vec{\mathrm{V}}$的中间向量
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$$
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\vec{\mathrm{V}}=\frac{\vec{\mathrm{L}}+\vec{\mathrm{V}}}{\|\vec{\mathrm{L}}+\vec{\mathrm{V}}\|}
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$$
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### 2.2 算法
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[https://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model](https://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model)
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$$
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I_\mathrm{BlinnPhong}=I_\mathrm{ambient}+\sum({I_\mathrm{diffuse}+I_\mathrm{specular}})
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$$
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其中环境光和漫反射和Phong相同
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$$
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I_\mathrm{diffuse}=(\vec{L}\cdot\vec{N})L_dK_d \\
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I_\mathrm{specular}=(\vec{\mathrm{R}}\cdot\vec{\mathrm{V}})^\alpha L_sK_s
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$$
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高光部分使用$\vec{\mathrm{N}}\cdot\vec{\mathrm{H}}$代替$\vec{\mathrm{R}}\cdot\vec{\mathrm{V}}$
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$$
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I_\mathrm{specular}=(\vec{\mathrm{N}}\cdot\vec{\mathrm{H}})^nL_sK_s
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$$
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@@ -1,5 +1,6 @@
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# 光照模型
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* [传统光照模型](./classic/illumination_model_01.md)
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* [光度学](./luminosity/luminosity.md)
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* [双向反射分布函数\(BRDF\)](./BRDF/BRDF.md)
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* [微平面理论(一)](./microfacets/microfacets_1.md)
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