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Rendering: Flat Shading

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This is the simplest depiction of the way light interacts with a surface and a viewer, depending simply on the surface's orientation. It is based on the assumption that light is reflected uniformly in all directions (i.e., that the surface is a diffuse reflector). This might be diagrammed as shown at right, where we see a beam of light falling on the surface and being reflected evenly in all directions. In this situation it doesn't matter where the observer is, because the light is reflected uniformly in all directions. What you see depends solely on the relationship between the surface and the light source(s). The relationship between orientation and the intensity of what we see is derived from the diagram at left. When a beam of light, described by the cross-sectional area Ai, strikes a surface, it is spread out over an area on the surface, As. This area is equal to Ai, only when the angle of incidence (theta), is zero. For angles of incidence greater than zero, the equation which de

Rendering: Flat Shading temp Tap page to show/hide Navigation Tapestry Reader About The Art of it 3D Data Light Sources The Camera Textures Rendering Ubiquity Hidden Lines Shading Ambient Flat Shading Smoothing Shadows Ray Tracing Radiosity Path Tracing Final Gather Ambient Occlusion Caustics Scattering Animation How To Glossary Search Text and illustrations © 1998-2014 Brian R. Johnson except student work as noted What's it all about? This is the simplest depiction of the way light interacts with a surface and a viewer, depending simply on the surface's orientation. It is based on the as

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