The SEDRIS Data Representation Model
APPENDIX A - Classes Primitive Colour |
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A single colour definition, consisting of individual ambient, diffuse, emissive, and specular components.
Generally speaking, to determine the colour of an object illuminated by a light source X, combine
No, although the terminology is similar. SEDRIS handles transparency somewhat differently than OpenGL does, among other things. For a description of the OpenGL lighting model, see [OPENGL], Chapter 5 "Lighting".
The question has eliminated any concerns about <Emissive Colour> and <Specular Colour> components -- the <Primitive Colours> won't have them. Having said that, the data provider is down to 2 choices -- <Ambient Colour> and <Diffuse Colour>. Here is a simplified description of the effects each will provide (i.e., considering only 1 light source).
<Ambient Colour> is independent of the positions of either the light source or the observer. That is, an object with only <Ambient Colour> appears uniformly lit across its surface, regardless of where the light source is or where the observer is. (This can create a very artificial-looking effect, since it distorts some of the visual cues that provide depth perception.)
<Diffuse Colour>, on the other hand, depends on the angle of the lit object to the light source (although not on the observer's position). An object with only <Diffuse Colour> will appear to be lighted on the side facing the light source, while the opposite side will be in shadow. The effect is consistent with the visual cues used to determine shape-from-shading in various image analysis methods.
Note that a <Primitive Colour> can have both an <Ambient Colour> and a <Diffuse Colour> component. This indicates that even if part of the object is in shadow, it is still somewhat visible. See example #1.
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