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<p>[QUOTE="messydesk, post: 2426551, member: 1765"]Either is sufficient, but moving the light is easier, as it ensures every image can be precisely registered with every other image. What you're after is knowing for each point on the coin that maps to a unique pixel in a 2D image, what is the color, specularity, and surface normal. The surface normal is what's key to simulate moving the light around in viewing. </p><p><br /></p><p>Imagine you are taking a picture of a flat mirror, tilted in some unknown direction. You aren't allowed to look at the mirror in space, only in the photo. You need to determine the direction the mirror is pointing, which is the surface normal of the mirror. You have a light source, the location and direction of which you can know. If you move the light around and take a bunch of pictures, some will show the light reflecting toward the camera, some away. One might show it very bright, since it's reflecting directly into the camera. This is the picture that indicates the surface normal of the mirror. Since the location of the light source is known we can determine the surface normal by bisecting the angle between the light and the camera (angle of incidence = angle of reflection). For a coin, you do this calculation over the entire image. For a 1000x1000 image, you have 1,000,000 different surface normals. These <i>should</i> allow things like luster to be shown correctly, since each pixel of the image now knows how to behave with different locations of the virtual light.[/QUOTE]</p><p><br /></p>
[QUOTE="messydesk, post: 2426551, member: 1765"]Either is sufficient, but moving the light is easier, as it ensures every image can be precisely registered with every other image. What you're after is knowing for each point on the coin that maps to a unique pixel in a 2D image, what is the color, specularity, and surface normal. The surface normal is what's key to simulate moving the light around in viewing. Imagine you are taking a picture of a flat mirror, tilted in some unknown direction. You aren't allowed to look at the mirror in space, only in the photo. You need to determine the direction the mirror is pointing, which is the surface normal of the mirror. You have a light source, the location and direction of which you can know. If you move the light around and take a bunch of pictures, some will show the light reflecting toward the camera, some away. One might show it very bright, since it's reflecting directly into the camera. This is the picture that indicates the surface normal of the mirror. Since the location of the light source is known we can determine the surface normal by bisecting the angle between the light and the camera (angle of incidence = angle of reflection). For a coin, you do this calculation over the entire image. For a 1000x1000 image, you have 1,000,000 different surface normals. These [I]should[/I] allow things like luster to be shown correctly, since each pixel of the image now knows how to behave with different locations of the virtual light.[/QUOTE]
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