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  2. Phong reflection model - Wikipedia

    en.wikipedia.org/wiki/Phong_reflection_model

    The Phong reflection model was developed by Bui Tuong Phong at the University of Utah, who published it in his 1975 Ph.D. dissertation. [1] [2] It was published in conjunction with a method for interpolating the calculation for each individual pixel that is rasterized from a polygonal surface model; the interpolation technique is known as Phong shading, even when it is used with a reflection ...

  3. Blinn–Phong reflection model - Wikipedia

    en.wikipedia.org/wiki/Blinn–Phong_reflection_model

    The Blinn–Phong reflection model, also called the modified Phong reflection model, is a modification developed by Jim Blinn to the Phong reflection model. [1]Blinn–Phong is a shading model used in OpenGL and Direct3D's fixed-function pipeline (before Direct3D 10 and OpenGL 3.1), and is carried out on each vertex as it passes down the graphics pipeline; pixel values between vertices are ...

  4. Reflection mapping - Wikipedia

    en.wikipedia.org/wiki/Reflection_mapping

    Cube-mapped reflection is done by determining the vector that the object is being viewed at. This camera ray is reflected about the surface normal of where the camera vector intersects the object. This results in the reflected ray which is then passed to the cube map to get the texel which provides the radiance value used in the lighting ...

  5. Computer graphics lighting - Wikipedia

    en.wikipedia.org/wiki/Computer_graphics_lighting

    The process takes less time because finding the reflected light vector's direction is a more involved computation than calculating the halfway normal vector. [19] While this is similar to the Phong model, it produces different visual results, and the specular reflection exponent or shininess might need modification in order to produce a similar ...

  6. Fresnel equations - Wikipedia

    en.wikipedia.org/wiki/Fresnel_equations

    When light makes multiple reflections between two or more parallel surfaces, ... complex amplitude vector, i is the imaginary unit, k is the wave vector ...

  7. Fast inverse square root - Wikipedia

    en.wikipedia.org/wiki/Fast_inverse_square_root

    Lighting and reflection calculations, as in the video game OpenArena, use the fast inverse square root code to compute angles of incidence and reflection.. Fast inverse square root, sometimes referred to as Fast InvSqrt() or by the hexadecimal constant 0x5F3759DF, is an algorithm that estimates , the reciprocal (or multiplicative inverse) of the square root of a 32-bit floating-point number in ...

  8. Specular highlight - Wikipedia

    en.wikipedia.org/wiki/Specular_highlight

    Specular highlights on a pair of spheres. A specular highlight is the bright spot of light that appears on shiny objects when illuminated (for example, see image on right). ). Specular highlights are important in 3D computer graphics, as they provide a strong visual cue for the shape of an object and its location with respect to light sources in the

  9. Jones calculus - Wikipedia

    en.wikipedia.org/wiki/Jones_calculus

    In optics, polarized light can be described using the Jones calculus, [1] invented by R. C. Jones in 1941. Polarized light is represented by a Jones vector, and linear optical elements are represented by Jones matrices. When light crosses an optical element the resulting polarization of the emerging light is found by taking the product of the ...