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:
where:
- is the light source intensity
- is the diffuse reflection coefficient (surface colour)
- is the surface normal (unit vector)
- is the direction to the light (unit vector)
- is the angle between and
Physical Interpretation
represents:
- Projected area: A surface receives less light energy when tilted
- At glancing angles (), the same energy spreads over a larger area
- At perpendicular angles (), 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 and , not on
When Diffuse is Zero
Diffuse is zero when:
- : Light is behind or tangent to the surface
- : Surface has zero diffuse reflectance (pure mirror)
One-Sided vs Two-Sided Surfaces
One-sided surfaces: Only illuminate the side in direction of . If , render black.
Two-sided surfaces: If , use (or flip ) to illuminate the back.
Summary
- Diffuse reflection follows Lambert’s cosine law
- Intensity proportional to =
- 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]