So far in this course we’ve taken a look at 3D geometry, how to render that geometry on a screen or image, and the virtual light simulations we can use to illuminate surfaces. With these prerequisites out of the way, we can now examine materials, and see how the colour of a surface point on an object can be determined by taking into account light, and properties of the surface material.
Formally, we call these materials Bidirectional Reflectance Distribution Functions (BRDF) in that they consider light from an incoming direction and determine how much of that light is reflected off a point on the surface of an object.
In this lecture, we take a look at a simple BRDF, the Phong shading model, and examine the differences between ambient, diffuse, and specular shading.
Full series: • 3D Graphics Overview
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