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Visualisation of the Phong Shading Model

Sven Havemann, Dieter W. Fellner

show the Phong model:   I = kd * ( L*N ) + ks * ( R*V )a
I=light reflected by the surface from one light source
kd=diffuse reflection coefficient
ks=specular reflection coefficient
a=specular exponent, always integer
L=light vector, from surface point to light bulb
R=light reflection vector, direction of highest intensity
V=eye vector, is shown as points on the half sphere
N=surface normal vector, shown in blue
The yellow circles indicate unit distance.


Control Mesh
Tesselation
Faces

[Version]


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icon Phong-Model-Screenshot-klein.jpg
icon Phong-Model-Screenshot.png
icon Phong-Model.xgml
 
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