Problem
II-1. Suppose everything is exactly as in Example , except that
the sphere is centered at
(while still being of radius 3).
For the same
, what is the brightness of the pixel there?
Problem
II-2. Using Phong shading, find the brightness of the pixel
at on the viewplane
as seen from the
viewpoint
, if the surface is the sphere of radius
5 centered at
and the light source is in the
direction
.
Problem
II-3. Suppose everything is exactly as in Example ,
except that the object is a plane piece of paper with equation
. For
as before, what is the
brightness of the pixel there? Does it depend on the choice of
? (For the normal, there isn't any ``outward'' direction; instead,
choose the direction that is on the same side of the paper as the
light source.)
Problem
II-4. Let the viewpoint be at the origin, let the viewplane be the
plane, and let
s
. Suppose the object is the sphere of
radius 10 centered at
. What is the brightness of the pixel
at
? (Or is it in shadow?)
Problem
II-5. In Example , consider the same
ray but suppose the sphere is shiny (specular reflection). Find
parametric equations for the reflected ray.
Method: For the reflected ray, think separately about its direction and about a point through which it goes; then use the point-direction parametric form of a line. For the direction, first find a direction vector for the incoming ray and use your knowledge of reflections to reflect this vector in the mirror through the origin with appropriate normal, to find the direction of the reflected ray. (Since this part of the calculation is with vectors rather than points, you don't have to worry about where the mirror is, but only the direction of its normal.)