Question: We are using OpenGL In the Phong shading model, the amount of light reflected from a surface has three the diffuse term D, the specular
We are using OpenGL




In the Phong shading model, the amount of light reflected from a surface has three the diffuse term D, the specular term S, and the ambient term A. components Assume that the camera is located at location (0,0,0) and we are calculating the shading model of a point on a surface at (Px,Py,Pz). The surface normal is given by (Nx,Ny,Nz) and the direction from the point to the light source is given by (Lx,Ly,Lz) a) Draw a diagram to illustrate how Phong calculates how much light per unit area reaches the point (Px,Py,Pz) on the surface? What is the formula used by Phong? c) What pieces of information are needed to calculate the viewpoint vector (Vx,Vy,Vz) and Describe in words how these two vectors are the ideal reflection direction (Rx,Ry,Rz)? calculated d) How are the V and R vectors above used in the Phong shading model? Is this part of the diffuse term D, the specular term S, or the ambient term A? In the Phong shading model, the amount of light reflected from a surface has three the diffuse term D, the specular term S, and the ambient term A. components Assume that the camera is located at location (0,0,0) and we are calculating the shading model of a point on a surface at (Px,Py,Pz). The surface normal is given by (Nx,Ny,Nz) and the direction from the point to the light source is given by (Lx,Ly,Lz) a) Draw a diagram to illustrate how Phong calculates how much light per unit area reaches the point (Px,Py,Pz) on the surface? What is the formula used by Phong? c) What pieces of information are needed to calculate the viewpoint vector (Vx,Vy,Vz) and Describe in words how these two vectors are the ideal reflection direction (Rx,Ry,Rz)? calculated d) How are the V and R vectors above used in the Phong shading model? Is this part of the diffuse term D, the specular term S, or the ambient term A
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