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Part IA Michaelmas Term

Diffuse (Lambertian) Reflection

Diffuse Surfaces

Diffuse surfaces scatter light equally in all directions. Matte surfaces like paper, chalk, and unpolished wood.

Lambert’s Cosine Law

The reflected intensity depends only on the angle between the surface normal and light direction:

Idiffuse=Ilkdcosθ=Ilkd(NL)I_{\text{diffuse}} = I_l k_d \cos\theta = I_l k_d (\mathbf{N} \cdot \mathbf{L})

where:

  • IlI_l is the light source intensity
  • kdk_d is the diffuse reflection coefficient (surface colour)
  • N\mathbf{N} is the surface normal (unit vector)
  • L\mathbf{L} is the direction to the light (unit vector)
  • θ\theta is the angle between N\mathbf{N} and L\mathbf{L}

Diffuse shading geometry with N, L, and θ

Physical Interpretation

NL=cosθ\mathbf{N} \cdot \mathbf{L} = \cos\theta represents:

  • Projected area: A surface receives less light energy when tilted
  • At glancing angles (θ90°\theta \approx 90°), the same energy spreads over a larger area
  • At perpendicular angles (θ=0°\theta = 0°), maximum energy per unit area

View Independence

Diffuse reflection is view-independent:

  • The surface appears equally bright from any viewing angle
  • Light scatters uniformly in all directions
  • Only depends on N\mathbf{N} and L\mathbf{L}, not on V\mathbf{V}

When Diffuse is Zero

Diffuse is zero when:

  • NL0\mathbf{N} \cdot \mathbf{L} \leq 0: Light is behind or tangent to the surface
  • kd=0k_d = 0: Surface has zero diffuse reflectance (pure mirror)

One-Sided vs Two-Sided Surfaces

One-sided surfaces: Only illuminate the side in direction of N\mathbf{N}. If cosθ<0\cos\theta < 0, render black.

Two-sided surfaces: If cosθ<0\cos\theta < 0, use cosθ|\cos\theta| (or flip N\mathbf{N}) to illuminate the back.

Summary

  • Diffuse reflection follows Lambert’s cosine law
  • Intensity proportional to cosθ\cos\theta = NL\mathbf{N} \cdot \mathbf{L}
  • View-independent: same brightness from any angle
  • Zero when light is behind the surface

Past Paper Questions

2025 Paper 3 Question 3(d): In the Phong shading model, explain when the diffuse component becomes zero. [Part of 4 marks]