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]



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