Phong model or phong specular reflection model, Computer Graphics

Phong Model or Phong Specular Reflection Model

It is an empirical model that is not based on physics, although physical observation. Phong observed here for extremely shiny surfaces the specular highlight was minute and the intensity fell off quickly, whereas for duller surfaces this was superior and fell off more slowly. He decided to allow the reflected intensity be a function of (cos θ)n with n >= 200 for a shiny surface and n minute for a dull surface. For an ideal reflector n equals infinity, and for a part of cardboard n equals 0 or 1. In the diagram demonstrated below we can observe how the function (cos θ)n behaves for various values of n. This empirical model for computing the specular reflection range was developed via Phong and therefore termed as PHONG MODEL/ PHONG SPECULAR REFLECTION MODEL. That is the intensity of specular reflection is proportional to cosn a (a lies in between 0° & 90°) consequently cos a varies from 1 to 0. Here 'n' is specular reflection parameter dependent upon the type of surface.

Remember that the Phong illumination equation is simply the Lambert illumination equation along with an additional summand to account for ambient reflection and specular reflection.

Posted Date: 4/5/2013 2:48:25 AM | Location : United States






Your posts are moderated
Related Questions
Algorithms for Basic Line Segment Plotting There are two important algorithms for basic line segment plotting-DDA algorithm and Bresenham algorithm.  Both the algorithms use th

Windowing Transformations - Raster Graphics and  Clipping From the above section of introduction, we understood the meaning of the viewport and term window that could again be

To prove: P (u = 0) = p0 Solution : = p 0 B n,0 (u) + p 1 B n, 1 (u) +...... + p n B n, n (u)...............(1)  B n,i (u) = n c i u i (1 - u) n-i B n,0

Point clipping - 2-d viewing and clipping Point clipping is the method related to suitable display of points in the scene, though this type of clipping is utilized less freque

Softwares and Hardwares for Computer Animation The categories of both software as well as hardware needed to work on animation are now to be discussed. Computer animation can b

1. Explain the Bresenham line generation algorithm via digitizing the line with end  points as (15, 5) and also (25,13). Ans. Now we are utilizing the Bresenham line generati

Question 1 Explain Bresenham's Circle Drawing Algorithm Question 2 Derive the matrix for inverse transformation Question 3 Discuss the following Raster Graphic Algorithm

Question 1 Describe the process of formation of image in human eye Structure of the Human Eye Image formation in the Eye Brightness Adaptation and Discrimination

What is persistence? The time it takes the emitted light from the screen to decompose one tenth of its original intensity is known as persistence.

Question 1 Discuss the overview of multimedia networks Question 2 Discuss the types of synchronization in multimedia system >> Basic synchronization issues Content R