| OCR Text |
Show 164 Lighting Models Finally, some experiments were done with simulations of the environmental light impinging on the object. The method used involved a table lookup of the light intensity coming from all possible directions. This worked for an arbitrarily complex environment within the resolution of the table (once the table was generated) but only for highly shiny objects. Future work could be applied to generation of lighting calculations which fall somewhere between these two extremes, generating reflections of simple shaped light sources for only slightly shiny objects while not requiring the storage and generation expense of the complete environment model. Future Frontiers of Realism Using the sum total of the efforts of the graphics community, images can currently be generated with an impressive degree of realism. This illusion of reality is quickly sattered, however, by direct comparison of a real and synthetic image. Real images are much more complex than synthetic ones. Problems appear most noticably in the simulation of certain types of surfaces. Hard surfaced polygonal or simply curved cur faces come out fairly well. The real difficulty is in the simulaition of irregular and "soft" surfaces. Examples of such surfaces are couds, shrubbery, hair or cloth. Such surfaces could perhaps be practically modelled by some combinations of curved surfaces and texture mapping. It is not clear that this will work |