3D Graphics Illumination and Surface Shading Techniques
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Ambient: simulate global lighting, constant in all surfaces. Objects not lighted by extrnl source of light. Lghts parts that cannot be reached by source of light, but seen by observer I = Ia*Ka
Diffuse: after a source of light incides in a surface, the reflected rays are dispersed in many directions (common: rough surfaces).A surface is an ideal diffuse reflector (Lambert reflector) if it reflects light in all directions with the = intensity → surface equally shiny from any perspective. I =Ip*Kp*(N*L)
Specular: effect of "bright spots" that see in a surface reflecting light, can only be observed from certain directions (common glossy surfaces) ▪ direction of specular reflection determined by the angle of reflection (𝜙) with respect... Continue reading "3D Graphics Illumination and Surface Shading Techniques" »
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