
Preface, Motivation, and Objective xvii
Variable Definition
P Point (x, y, z) to be shaded.
ˆ
N
Unit normal (x, y, z)atpointP.
L Point light source position (x, y, z), or
pointsampleonanextendedlightsource.
ˆ
L Unit light vector from P to L;thus,
ˆ
L =
L−P
∥L−P∥
(note that a directional (innite) light is only dened by
ˆ
L).
C Camera position (x, y, z).
ˆ
V Unit view vector (x, y, z)forcameraatC pointing at P;
thus,
ˆ
V =
P−C
∥P−C∥
.
Table 1. Notation used in this book.
ˆ
N
ϕ
o
θ
o
θ
i
ϕ
i
ˆ
T
ˆ
V
ˆ
B
ˆ
L
P
Figure 2. Illustration of the commonly used variables.
Spaces
When rendering a 3D scene in an image, as well as when computing shadows,
various stages of the process can be accomplished ...