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Re: The reflector problem
- From: T3D John Bercovitz <bercov@xxxxxxxxxxx>
- Subject: Re: The reflector problem
- Date: Wed, 16 Oct 96 14:44:18 PDT
Joel wrote:
> Now, a question: John, can you describe "a Lambertian surface"
> in layman's terms, (or are you simply trying to limit the
> discussion on this topic ;) ???
A "Lambertian surface" obeys Lambert's Law. (Surprise! Surprise!)
Lambert's Law says that the flux from a unit surface goes as the
cosine of the angle between where you are observing from and a
normal to that surface. I should just copy this from a book
before I tie my tongue in knots. Well anyway, imagine a circle
tangent to a line. Draw a line from the point of contact to any
point on the circle. The length of that line is proportional to
the amount of light coming from a unit area of that surface. 'Zat
make better sense than talk of cosines? So now what if we have an
infinite surface or at least one which is larger than what our
light meter can see? Well, as you tilt the surface relative to
the line from the light meter to the surface, the amount of
surface the light meter sees goes up but the amount of light from
a _unit_ surface goes down. These two effects exactly cancel out
and so no matter what direction you look at a surface from, the
flux per unit solid angle is the same as long as it fills the
field of view of the light meter.
Of course this doesn't work for specular surfaces, only totally
diffuse surfaces. Most surfaces are somewhere in between. My
garage door, with its weathered white paint, is as nearly
perfectly Lambertian as I can measure. So it does happen. My
brick wall is not Lambertian.
John B
Hey! Now we're talking viewer construction! Good.
And thanks for puttin my picher up, I'll havta take a look.
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End of TECH3D Digest 5
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