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

 This question is about the geometry used to help compute the three  

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 geometric component, which kind of shading uses that component when being computed. A. (3 points) Which of the three kinds of shading depend on the direction to the camera? B. (3 points) Which of the three kinds of shading depend on the direction to the light source? C. (3 points) Which of the three kinds of shading depend on the normal to the surface?

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