# Lecture 0: Introduction & Orientation

## Review of OpenGL/Graphics

### Rasterization

1. Geometry comes down the pipeline
2. Transformed to correct positions
3. Each primitive is rasterized
• Determine lighting at vertices
• Linearly interpolate across the face
• Use z-buffer to resolve depth

### Phong Reflection

A closer look at “step 1”: How do we determine the lighting?

We have reflection models, e.g. the Phong Reflection Model. These are a local approximation of the way light interacts with the face.

We have ambient + diffuse + specular.

Ambient light is a hack to add a small amount of global illumination to the scene (and only depends on material properties).

Diffuse is light reflected in all directions - only depends on the orientation of the face and the light source.

Specular light is reflected off the surface like a mirror - in a straight line.

Where $\alpha$ is the “shininess”. The larger $\alpha$ is, the smaller the spot light is. Strongest when $V = R$.

### Local Approximation

The consequence: only “local” light approximated. What is global light?

• Reflection & refraction

Not impossible, but usually hacky and limited.

So, let’s explore a completely different rendering alternative: ray tracing.

## Ray Tracer

General overview of program: