Lighting 3D SDFs
Video Lecture
Section | Video Links | |
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Lighting 3D SDFs | ![]() |
Description
In this lesson we will add,
-
Lambertian Reflectance,
-
Ambient Lighting,
-
Phong Specular Reflection
Working Example
Lambertian Reflectance
Lambertian reflectance is a simple diffuse lighting model where the intensity of light reflected off a surface is proportional to the cosine of the angle between the surface normal and the light direction.
const normal = getNormal(position, distance)
const lightPosition = vec3(5, 5, 5) // Position the light in the 3D scene
const lightDirection = normalize(lightPosition.sub(position)) // Normalize the direction to the light source
const diffuse = clamp(dot(normal, lightDirection), 0, 1) // Get the dot product of the normal and lightDirection. The closer these two values are together, the brighter the color to return.
const finalColour = diffuse
return finalColour
Ambient lighting
Ambient lighting simulates indirect lighting by providing a base level of illumination, regardless of the light direction.
Adding ambient lighting will allow us to see the parts of the scene that are hidden from the light.
const normal = getNormal(position, distance)
const lightPosition = vec3(5, 5, 5)
const lightDirection = normalize(lightPosition.sub(position))
const diffuse = clamp(dot(normal, lightDirection), 0, 1)
const ambientStrength = 0.01 // Adjust to control the ambient effect
const ambient = vec3(1).mul(ambientStrength)
const finalColour = diffuse.add(ambient)
return finalColour
Now with the ambient, it also lights the background. We can override the background. I.e, the part where the accumulatedDistance
is greater than cameraFar
.
We can set a default color, black in this example, and then only color with diffuse and ambient where the raymarcher hit a shape in the scene.
const finalColour = vec3(0).toVar()
If(accumulatedDistance.lessThan(cameraFar), () => {
const normal = getNormal(position, distance)
const lightPosition = vec3(5, 5, 5)
const lightDirection = normalize(lightPosition.sub(position))
const diffuse = clamp(dot(normal, lightDirection), 0, 1)
const ambientStrength = 0.01
const ambient = vec3(1).mul(ambientStrength)
finalColour.assign(diffuse.add(ambient))
})
return finalColour
Phong Specular Reflection
The Phong reflection model adds a specular calculation to simulate shiny surfaces.
We will calculate the direction from the hit surface to the position of the camera (ray origin).
We will be able to manage the shininess, strength and colour of the specular reflection.
const viewDirection = normalize(rayOrigin.sub(position)) // Camera direction // ray origin
const shineDirection = reflect(lightDirection.negate(), normal) // Reflect light about the normal
const shininess = 32.0 // Higher = sharper highlights
const specularStrength = 0.5 // Controls how intense the specular reflection is
const specularIntensity = pow(
clamp(dot(viewDirection, shineDirection), 0.0, 1.0),
shininess
).mul(specularStrength)
const specularColour = vec3(1.0, 0.05, 0.3) // Tint for the specular highlights (warm tone)
const specularComponent = specularColour.mul(specularIntensity) // Apply color tint
finalColour.assign(ambient.add(diffuse).add(specularComponent))
In the video, we will also add GUI controls to manage the ambientStrength
, shininess
, specularStrength
, specularColour
, ambientColour
and diffuseColour
.
finalColour.assign(ambientColour.mul(ambient).add(diffuseColour.mul(diffuse)).add(specularComponent))
Start Script
./src/main.ts
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Final Script
./src/main.ts
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