From Ohm

Blinn-Phong Lighting

Standard algorithm for the lighting of vertices tailored for the GPU


Locally reflected light consists of 4 terms:

$ I = I_{emissive} + I_{diffuse} + I_{specular} + I_{ambient} $


Constant ambient light (no emission):


Diffuse reflected light (gradual intensity change):


Specular reflected light (high-lights):


All 4 terms combined:

More details in chapter #5 of the OpenGL Programming Guide [1]

Links

  1. schorsch.efi.fh-nuernberg.de:8080/red-book/chapter05.html

Retrieved from http://schorsch.efi.fh-nuernberg.de/roettger/index.php/MedicalVisualization/BlinnPhongLighting

Page last modified on November 07, 2017, at 04:15 PM