A shaded image of a surface usually gives a more realistic
visual representation in comparison to a wireframe model
[118]. A simple illumination model, based on Lambert's cosine
law and incorporating specular reflection, gives the reflected
intensity
as a function of the incident intensity
from a
point light source, the ambient intensity
, the diffuse
reflection constant
, the specular reflection constant
,
the ambient diffuse reflection constant
, the angle
between the unit surface normal
and a light direction
vector, and of the angle
between a viewpoint direction vector
and a vector in the direction of reflection:
(8.1)
for
and
where
represents the distance from the perspective
viewpoint to the point on the surface. More complicated shading
models, which take into account the properties
of the material, the angle of incidence, and the wavelength of the
incidence light also exist [118].
The ray tracing technique [188,118]
gives more realistic images than a simple shaded image method, but is
much slower. The intensity for each pixel is determined using a ray
from the viewpoint through the pixel into the object. Ray tracing is
in fact an intersection problem. The ray to surface intersection is
computed for every ray and surface in a scene. Using the ray tracing
technique, the hidden surface problem is solved during such
computation and also other attributes, for example multiple
reflections and shadowing, can be included in the model.