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- 2073 Shrawan · 7 marks
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Ambient, diffuse and specular light
Short answer
Ambient light: I_amb = ka·Ia, uniform background. Diffuse: I_diff = kd·IL·(N·L), viewer-independent. Specular: I_spec = ks·IL·(R·V)^n, highlight around R. Total Phong: I = ka·Ia + kd·IL·(N·L) + ks·IL·(R·V)^n.
Define and explain the terms ambient light, diffuse reflection and specular reflection with appropriate mathematical expressions.
Ambient light
Ambient light is the uniform background light that comes from reflections off all surrounding objects. It lights every surface equally from all directions and has no direction.
I_amb = ka · Ia
(ka = ambient reflection coefficient, 0 to 1; Ia = intensity of ambient light.)
Diffuse reflection
Diffuse reflection is the scattering of light equally in all directions from a rough, dull surface. Its brightness does not depend on the viewing position, but on the angle θ between the surface normal N and the light direction L (Lambert's cosine law).
I_diff = kd · IL · cosθ = kd · IL · (N · L)
(kd = diffuse coefficient, IL = light source intensity.)
Specular reflection
Specular reflection is the mirror-like reflection from a shiny surface that gives a highlight. It is strongest in the direction R of ideal reflection and depends on the angle φ between R and the viewing direction V.
I_spec = ks · IL · cos^n φ = ks · IL · (R · V)^n
(ks = specular coefficient, n = shininess exponent, R = 2(N·L)N − L.)
Total (Phong) model
I = ka·Ia + kd·IL·(N·L) + ks·IL·(R·V)^n
| Component | Depends on | Appearance |
|---|---|---|
| Ambient | Ia only | Uniform base brightness |
| Diffuse | N and L | Smooth shading, viewer independent |
| Specular | R and V, n | Bright highlight, viewer dependent |
✓ Answer checked by Claude Opus 5.5 (high effort)
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