Complete The Function Found In Light.cpp For Color ✓ Solved

complete the following function found in light.cpp for color totalColor(const Material &mat, const LightColor &lightColor, const dvec3 &v, const dvec3 &n, const dvec3 &lightPos, const dvec3 &intersectionPt, bool attenuationOn, const LightAttenuationParameters &ATparams)

Implement the function totalColor in light.cpp, which calculates the lighting contribution based on material properties, light color, vector directions, light position, intersection point, and attenuation parameters. For now, assume that attenuationOn is false, so ignore attenuation effects in your calculation.

The function should compute the total color considering diffuse and specular reflections according to the Phong reflection model, utilizing the provided vectors and material properties. The key parameters include the material, the light's color, the vectors for view and normal directions, the position of the light, and the intersection point. Since attenuation is off, the calculation simplifies by ignoring any distance-based light diminishment.

Complete the method in the PositionalLight class: color PositionalLight::illuminate(const dvec3 &interceptWorldCoords, const dvec3 &normal, const Material &material, const Frame &eyeFrame, bool inShadow) const

The illuminate method should determine lighting contribution at a point in space with the following logic:

  • If the light is on and the point is not in shadow, return the value computed by totalColor.
  • If the light is off, return black.
  • If the point is in shadow, return only the ambient component of the lighting.

This requires calling the totalColor function when applicable, and handling the shadow and light state flags appropriately.

Sample Paper For Above instruction

Lighting models are fundamental to realistic rendering in computer graphics, allowing the simulation of how surfaces interact with light in a three-dimensional environment. This paper discusses the implementation of key lighting functions and methods, focusing on the total color computation and illumination logic within a ray-tracing framework. Specifically, it covers the construction of the totalColor function and the PositionalLight::illuminate method, illustrating how these components contribute to scene illumination.

Implementation of the totalColor Function

The totalColor function plays a vital role in calculating the lighting contribution at a given point on a surface. Its purpose is to combine diffuse and specular reflections based on the material properties, light source characteristics, and geometric relationships. Since attenuation is turned off in this context, the function simplifies to considering only the direct light from the source.

Mathematically, the total color is computed as:

Color = ambient + diffuse + specular

where:

  • Ambient: accounts for the background light present in the scene, unaffected by geometry or position.
  • Diffuse: models the Lambertian reflection, proportional to the cosine of the angle between the light vector and the surface normal.
  • Specular: captures the shiny highlights, proportional to the cosine of the angle between the reflected light vector and the viewer direction, raised to a shininess exponent.

In implementation, the function first computes the normalized vectors for the light direction, view direction, and normal. Using these, it calculates the diffuse and specular components according to the Phong model. Since attenuation is off, the light's intensity remains constant regardless of distance, simplifying the calculation.

Care must be taken to handle cases where the light vector points away from the surface (negative dot products), ensuring that only positive contributions are accumulated, which aligns with physical light behavior.

Implementation of the illuminate Method in PositionalLight

The illuminate method in the PositionalLight class determines the illumination at a specific point, factoring in whether the light is active and whether the point is shadowed.

If the light is turned off, the method immediately returns black, indicating no contribution. When the light is active and the point is not shadowed, it delegates the computation to totalColor, passing relevant vectors and parameters. Conversely, if the point is in shadow, the method limits the output to the ambient component, representing the minimal lighting the surface receives.

This logical structure ensures accurate simulation of light sources within the scene, enabling realistic rendering of shadows and light interactions.

Conclusion

The implementation of totalColor and PositionalLight::illuminate constitutes a core aspect of scene rendering in computer graphics. By carefully calculating direct lighting contributions, handling shadow detection, and managing light activation states, these functions enable accurate depiction of complex lighting scenarios. Proper execution of these components supports the creation of visually compelling images that mimic real-world lighting behaviors.

References

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