Part IA Michaelmas Term
Phong Reflection Model
The Phong Model
The complete Phong shading model combines three reflection components:
Components
| Component | Term | Properties |
|---|---|---|
| Ambient | Constant; approximates indirect illumination | |
| Diffuse | View-independent; Lambertian reflection | |
| Specular | View-dependent; creates highlights |
Symbols
| Symbol | Meaning |
|---|---|
| Reflection coefficients | |
| Ambient and light intensities | |
| Surface normal (unit vector) | |
| Direction to light (unit vector) | |
| Perfect reflection direction | |
| Direction to viewer (unit vector) | |
| Phong exponent (shininess) |
Reflection Direction
Or equivalently:
Per-Channel Computation
The shading equation is computed for each RGB channel separately:
- Different values for each channel give surface colour
- Specular highlights often use light colour (white for plastics)
Clamping
- prevents negative contributions (light behind surface)
- Without clamping, surfaces can become incorrectly dark
Summary
- Phong shading = ambient + diffuse + specular
- Ambient approximates global illumination
- Diffuse is view-independent (Lambertian)
- Specular is view-dependent (highlights)
- The prevents negative values from light behind surfaces