Property
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Description
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Class
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Superclass
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Subclass
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Definition
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An instance of this DRM class is a single colour definition, consisting
of individual ambient, diffuse, emissive, and specular components.
Generally speaking, to determine the colour of an object illuminated by a
light source X, combine
add any intensity due to the <DRM Emissive Colour>
(which isn't affected by X.)
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Class diagram
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Figure 6.209 —
DRM_Primitive_Colour
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Inherited field elements
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Field name
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Range
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Field data type
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None |
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Field elements
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Field name
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Range
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Field data type
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None |
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Associated to (one-way) (inherited) |
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Associated to (one-way) |
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Associated by (one-way) (inherited) |
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Associated by (one-way) |
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Associated with (two-way) (inherited) |
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Associated with (two-way) |
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Composed of (two-way) (inherited) |
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Composed of (two-way) |
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Composed of (two-way metadata) (inherited) |
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Composed of (two-way metadata) |
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Component of (two-way) (inherited) |
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Component of (two-way) |
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Constraints
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Clarifications
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Example(s)
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Consider a <DRM Geometry Model Instance>
of a computer monitor, placed on top of a
<DRM Geometry Model Instance> of a desk.
A <DRM Positional Light>
affecting the two objects is located so that the illumination is directed
from above. (Assume that these instances are present within an
environment simulating an ordinary room.)
Each <DRM Polygon> within the desk
<DRM Model> has an <DRM Inline Colour>
component, which in turn has a <DRM
Primitive Colour> with both an
<DRM Ambient Colour> and a
<DRM Diffuse Colour> component. Due to the
<DRM Diffuse Colour> component,
the area of the desk
under the monitor that's visible to the observer appears to be in shadow.
However, the shadowy area is not totally blacked out, because the
<DRM Ambient Colour> simulates the effect due to
light reflected from the walls, ceiling, and so on that would reach that
area.
Consider a <DRM Line> used to simulate a line of runway
lights. The <DRM Line>'s <DRM Colour> would
resolve to a <DRM Primitive Colour> consisting
primarily (possibly completely) of an <DRM Emissive
Colour>, since the <DRM Line> is pretending to emit
light.
Consider a collection of <DRM Polygon> instances used to
represent the surface of a sunlit lake. These
<DRM Polygon> instances' <DRM Colour>
components resolve to
<DRM Primitive Colour> instances consisting of
<DRM Ambient Colour>,
<DRM Diffuse Colour>, and
<DRM Specular Colour> components.
The <DRM Ambient Colour> prevents any
<DRM Polygon> instances in shadow from appearing black,
while the <DRM Diffuse Colour> provides most of
the normal appearance of a lit object. However, since water is a
reflective substance, its colour requires a
<DRM Specular Colour>
component to simulate light reflected from the water.
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