Phong reflection model
E944314
The Phong reflection model is a computer graphics shading technique that approximates how light reflects off a surface by combining ambient, diffuse, and specular components to produce smooth highlights.
Observed surface forms (1)
| Surface form | Occurrences |
|---|---|
| Phong shading | 1 |
Statements (49)
| Predicate | Object |
|---|---|
| instanceOf |
computer graphics technique
ⓘ
local illumination model ⓘ shading model ⓘ |
| advantage |
computational simplicity
ⓘ
visually smooth specular highlights ⓘ |
| ambientTermDependsOn | ambient light intensity ⓘ |
| appliedIn |
interactive 3D applications
ⓘ
real-time rendering ⓘ video games ⓘ |
| approximationOf |
Lambertian diffuse reflection
ⓘ
specular highlights ⓘ |
| assumes |
point light sources
ⓘ
view-dependent specular reflection ⓘ |
| basedOn | empirical approximation of reflection ⓘ |
| component |
ambient reflection component
ⓘ
diffuse reflection component ⓘ specular reflection component ⓘ |
| diffuseTermDependsOn | cosine of angle between light and normal ⓘ |
| field |
3D rendering
ⓘ
computer graphics ⓘ |
| hasParameter |
ambient reflection coefficient
ⓘ
diffuse reflection coefficient ⓘ shininess exponent ⓘ specular reflection coefficient ⓘ |
| ignores |
global illumination effects
ⓘ
interreflections between surfaces ⓘ subsurface scattering ⓘ |
| illuminationType |
local illumination
ⓘ
per-fragment illumination ⓘ |
| influenced | development of later reflection models ⓘ |
| introducedBy | Bui Tuong Phong NERFINISHED ⓘ |
| introducedIn | 1973 ⓘ |
| limitation |
physically inaccurate energy conservation
ⓘ
view-dependent artifacts for extreme angles ⓘ |
| mathematicalForm | sum of ambient, diffuse, and specular terms ⓘ |
| namedAfter | Bui Tuong Phong NERFINISHED ⓘ |
| publishedIn |
"Illumination for Computer Generated Pictures"
NERFINISHED
ⓘ
Communications of the ACM NERFINISHED ⓘ |
| relatedTo |
Blinn–Phong reflection model
NERFINISHED
ⓘ
Gouraud shading NERFINISHED ⓘ Phong shading NERFINISHED ⓘ |
| specularTermDependsOn | cosine of angle between view and reflection raised to shininess exponent ⓘ |
| usedFor |
approximating light reflection on surfaces
ⓘ
producing smooth highlights ⓘ shading 3D objects ⓘ |
| usesVector |
light direction vector
ⓘ
reflection direction vector ⓘ surface normal vector ⓘ view direction vector ⓘ |
Referenced by (2)
Full triples — surface form annotated when it differs from this entity's canonical label.
subject surface form:
Lambertian reflectance law
subject surface form:
Gouraud shading
this entity surface form:
Phong shading