Rendering, OpenGL, and Lighting - Caltech
Rendering, OpenGL, and Lighting - Caltech
Rendering, OpenGL, and Lighting - Caltech
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Simple lighting models• Specular component equation• I s = C s * (R . Eye) S– C s is the specular color, S is the shininess– R = 2N(L . N) - L, or use reflect()– Eye = -Pos (if in eye-space)• All vectors must be normalized!RNLEyebaa