Commit 07beb326 authored by Hui Wang's avatar Hui Wang
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Update environment_lighting.md

parent da66a381
...@@ -8,6 +8,10 @@ ...@@ -8,6 +8,10 @@
<video width="750" height="500" controls><source src="videos/Task7_EnvMap.mp4" type="video/mp4"></video> <video width="750" height="500" controls><source src="videos/Task7_EnvMap.mp4" type="video/mp4"></video>
![](./videos/Task7_EnvMap.mp4) ![](./videos/Task7_EnvMap.mp4)
**Note**: The phi/theta direction in the video may be confusing, so please refer to the axis direction in the following figure. We will fix the video soon.
![envmap_angle_figure](./figures/envmap_angle_figure.png)
The final task of this assignment will be to implement a new type of light source: an infinite environment light. An environment light is a light that supplies incident radiance (really, the light intensity dPhi/dOmega) from all directions on the sphere. Rather than using a predefined collection of explicit lights, an environment light is a capture of the actual incoming light from some real-world scene; rendering using environment lighting can be quite striking. The final task of this assignment will be to implement a new type of light source: an infinite environment light. An environment light is a light that supplies incident radiance (really, the light intensity dPhi/dOmega) from all directions on the sphere. Rather than using a predefined collection of explicit lights, an environment light is a capture of the actual incoming light from some real-world scene; rendering using environment lighting can be quite striking.
The intensity of incoming light from each direction is defined by a texture map parameterized by phi and theta, as shown below. The intensity of incoming light from each direction is defined by a texture map parameterized by phi and theta, as shown below.
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