Question: Directions and Data for Problem 1 Use the lighting formula to compute the color of the given vertex, given the data as specified below. Show


Directions and Data for Problem 1 Use the lighting formula to compute the color of the given vertex, given the data as specified below. Show all your work and reasoning on the next page. The vertex is located at v = 2, with normal vector n = emissive color 0 d ambient color 2. diffuse color .3, specular color.4 and shininess 7. 3 4 6 The eyepoint is at 2. The global ambient light is .2 There are three lights whose main data is given below. Assume that all three attenuation factors are 1, and that lights 1 and 2 have spotlight factors equal to 1. B 0 Light 0 has a spotlight effect, with spotlight direction 2 and spotlight exponent 3. There is no spotlight cutoff angle. Here is the remaining information about the lights: Light # Ambient Diffuse Specular Position 0 3 0 5 1 0 18 8 2 3 (write your answer for Problem 1 here) .04 You may stop your work when you have a formula clearly stated that only involves numbers and common operations (i.e., can stop with something like 2 , don't need to express as D .18 Be sure to clearly state somewhere on this page your values for any vectors that you need to compute from the given information, and be sure to normalize vectors where appropriate. 0:0 Directions and Data for Problem 1 Use the lighting formula to compute the color of the given vertex, given the data as specified below. Show all your work and reasoning on the next page. The vertex is located at v = 2, with normal vector n = emissive color 0 d ambient color 2. diffuse color .3, specular color.4 and shininess 7. 3 4 6 The eyepoint is at 2. The global ambient light is .2 There are three lights whose main data is given below. Assume that all three attenuation factors are 1, and that lights 1 and 2 have spotlight factors equal to 1. B 0 Light 0 has a spotlight effect, with spotlight direction 2 and spotlight exponent 3. There is no spotlight cutoff angle. Here is the remaining information about the lights: Light # Ambient Diffuse Specular Position 0 3 0 5 1 0 18 8 2 3 (write your answer for Problem 1 here) .04 You may stop your work when you have a formula clearly stated that only involves numbers and common operations (i.e., can stop with something like 2 , don't need to express as D .18 Be sure to clearly state somewhere on this page your values for any vectors that you need to compute from the given information, and be sure to normalize vectors where appropriate. 0:0
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