Question: 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
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.
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