Phong shading

cosmos 2nd July 2017 at 11:35pm

Heurostic model for specular light reflecting off a material surface used in Computer graphics

illumination calculation –> Phong specular reflection

light intensity ~ (cos(theta))^n, where theta is the angle between the observation ray and the ray given by Snell's law

n is called the glossiness

there are variations, like this easier to calculate variation.