Question: Computer Graphics and Multimedia Question # 2 : Lighting geometry This question is about the geometry used to help compute the three kinds of shading:
Computer Graphics and Multimedia
Question #: Lighting geometry
This question is about the geometry used to help compute the three kinds of shading: ambient, diffuse, and specular. When we computed shading, there were three main geometric components we used: vector
from a point on a surface to the camera; vector from a point on a surface to the light source; vector normal to the surface. However, some shading types might use only some of these geometric components.
Some might use none. This question asks you to tell for each type of shading which geometric components are used to compute that type of shading.
A points Which of the three geometric components are used in computing ambient shading?
B points Which of the three geometric components are used in computing diffuse shading?
C points Which of the three geometric components are used in computing specular shading?
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