
- •Color control
- •Interpolated shading, which is also known as Gouraud shading, is
- •Variant of colordef.
- •Is less than or equal to 256. If the length of newmap is
- •Lighting
- •View direction.
- •Values can be set with a single statement.
- •Color maps
- •Increasing m increases the granularity emphasized by the map.
- •In the hsv map. However, prism uses repeated copies of its six
- •Implicit arguments (similar to handle callbacks):
- •If strcmpi(objTag,'DoNotIgnore')
- •Implicit arguments (similar to handle callbacks):
- •If strcmpi(objTag,'DoNotIgnore')
- •Camera control
- •High level camera control
- •In dtheta and dphi (both in degrees). Dtheta is the horizontal
- •Is moved. If targetmode is 'movetarget' (the default), both the
- •If zf is greater than 1, the scene appears larger. If zf is
- •High level light control
- •Vertical elevation (both in degrees). The interpretation of azimuth
- •Hardcopy and printing
- •If you specify a filename, matlab directs output to a file instead of
- •150 For figures in image formats and when
- •In portrait orientation for subsequent print operations.
- •X,y,z Dir property of axes.
Is less than or equal to 256. If the length of newmap is
greater than 256, Y is of class double.
Example
-------
Approximate the indexed image clown by another indexed image
containing only 16 colors.
load clown
[Y, newmap] = imapprox(X, map, 16);
figure, image(Y), colormap(newmap)
axis off
axis image
See also cmunique, dither, rgb2ind.
Reference page in Help browser
doc imapprox
Lighting
<surfl> - 3-D shaded surface with lighting.
SURFL 3-D shaded surface with lighting.
SURFL(...) is the same as SURF(...) except that it draws the surface
with highlights from a light source.
SURFL(Z), SURFL(X,Y,Z), SURFL(Z,S), and SURFL(X,Y,Z,S) are all
legal. S, if specified, is the three vector S = [Sx,Sy,Sz]
that specifies the direction of the light source. S can also be
specified in view coordinates, S = [AZ,EL].
SURFL(...,'light') produces a colored lighted surface using
the LIGHT object. This produces different results than the
default lighting method, SURFL(...,'cdata'), which changes the
color data for the surface to be the reflectance of the surface.
H = SURFL(...) returns a handle to a surface graphics object.
The shading is based on a combination of diffuse, specular and
ambient lighting models.
The default value for S is 45 degrees counterclockwise from
the current view direction. Use CLA, HOLD ON, VIEW(AZ,EL),
SURFL(...), HOLD OFF to plot the lighted surface with view
direction (AZ,EL).
The relative contributions due to ambient light, diffuse
reflection, specular reflection, and the specular spread
coefficient can be set by using five arguments
SURFL(X,Y,Z,S,K) where K=[ka,kd,ks,spread].
Relies on the ordering of points in the X,Y, and Z matrices
to define the inside and outside of parametric surfaces.
Try SURFL(X',Y',Z') if you don't like the results of
this function. Due to the way surface normal vectors are
computed, SURFL requires matrices that are at least 3-by-3.
See also surf, shading.
Reference page in Help browser
doc surfl
<lighting> - Lighting mode.
LIGHTING Lighting mode.
LIGHTING controls the lighting of SURFACE and PATCH objects.
SURFACE and PATCH objects are created by the functions SURF, MESH,
PCOLOR, FILL, and FILL3.
LIGHTING FLAT sets the lighting of the current graph to flat.
LIGHTING GOURAUD sets the lighting to gouraud.
LIGHTING PHONG sets the lighting to phong.
LIGHTING NONE turns off lighting.
LIGHTING(AX,...) uses axes AX instead of the current axes.
See also light, material
Reference page in Help browser
doc lighting
<material> - Material reflectance mode.
MATERIAL Material reflectance mode.
MATERIAL controls the surface reflectance properties of SURFACE
and PATCH objects. SURFACE and PATCH objects are created by
the functions SURF, MESH, PCOLOR, FILL, and FILL3.
MATERIAL SHINY makes the objects shiny.
MATERIAL DULL makes the objects dull.
MATERIAL METAL makes the objects metallic.
MATERIAL([ka kd ks]) sets the ambient/diffuse/specular strength
of the objects.
MATERIAL([ka kd ks n]) sets the ambient/diffuse/specular strength
and specular exponent of the objects.
MATERIAL([ka kd ks n sc]) sets the ambient/diffuse/specular strength,
specular exponent and specular color reflectance of the objects.
MATERIAL DEFAULT sets the ambient/diffuse/specular strength,
specular exponent and specular color reflectance of the objects
to their defaults.
See also light, lighting
Reference page in Help browser
doc material
<specular> - Specular reflectance.
SPECULAR Specular reflectance.
R = SPECULAR(Nx,Ny,Nz,S,V) returns the reflectance of a surface with
normal vector components [Nx,Ny,Nz]. S and V specify the direction
to the light source and to the viewer, respectively. They can be
three vectors [x,y,z] or two vectors [Theta Phi] (in spherical
coordinates).
The specular highlight is strongest when the normal vector is in the
direction of (S+V)/2 where S is the source direction, and V is the