I believe they are neither as the light sources are not modelled the way you would in physics. The ambient light just has an RGB-value. The texture just has an RGB-value for each pixel. Also, as is mentioned in the lecture, the distance to the light sources is not modelled, because "it looks bad". All these equations provide is a way to calculate a value for a pixel on the screen depening on texture, ambient light and light sources in a scene. Through experimentation you can make this look convincing.
Wow. Totally went over my head even though I am using shaders and texturing at my work on a daily basis.
Shading- 0:50
Flat Shading- 7:50
Gouraud Shading- 9:50
Phong Shading- 11:50
Texturing, Bump mapping & Playing with light sources- 21:10
Texturing start at 21.51
Are the left-hand sides of the equation presented @3:42 radiance (watt per steradian per square metre) or radiant intensity (watt per steradian)?
I believe they are neither as the light sources are not modelled the way you would in physics. The ambient light just has an RGB-value. The texture just has an RGB-value for each pixel. Also, as is mentioned in the lecture, the distance to the light sources is not modelled, because "it looks bad".
All these equations provide is a way to calculate a value for a pixel on the screen depening on texture, ambient light and light sources in a scene. Through experimentation you can make this look convincing.
stop at 2:36 and play it back with 0.25 speed xD
AAAAAAAA
Lol