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3D graphics eBook - Course Materials Repository

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Lambertian reflectance 70<br />

Lambertian reflectance<br />

If a surface exhibits Lambertian reflectance, light falling on it is scattered such that the apparent brightness of the<br />

surface to an observer is the same regardless of the observer's angle of view. More technically, the surface luminance<br />

is isotropic. For example, unfinished wood exhibits roughly Lambertian reflectance, but wood finished with a glossy<br />

coat of polyurethane does not, since specular highlights may appear at different locations on the surface. Not all<br />

rough surfaces are perfect Lambertian reflectors, but this is often a good approximation when the characteristics of<br />

the surface are unknown. Lambertian reflectance is named after Johann Heinrich Lambert.<br />

Use in computer <strong>graphics</strong><br />

In computer <strong>graphics</strong>, Lambertian reflection is often used as a model for diffuse reflection. This technique causes all<br />

closed polygons (such as a triangle within a <strong>3D</strong> mesh) to reflect light equally in all directions when rendered. In<br />

effect, a point rotated around its normal vector will not change the way it reflects light. However, the point will<br />

change the way it reflects light if it is tilted away from its initial normal vector. [1] The reflection is calculated by<br />

taking the dot product of the surface's normal vector, , and a normalized light-direction vector, , pointing from<br />

the surface to the light source. This number is then multiplied by the color of the surface and the intensity of the light<br />

hitting the surface:<br />

,<br />

where is the intensity of the diffusely reflected light (surface brightness), is the color and is the intensity<br />

of the incoming light. Because<br />

,<br />

where is the angle between the direction of the two vectors, the intensity will be the highest if the normal vector<br />

points in the same direction as the light vector ( , the surface will be perpendicular to the direction of<br />

the light), and the lowest if the normal vector is perpendicular to the light vector ( , the surface runs<br />

parallel with the direction of the light).<br />

Lambertian reflection from polished surfaces are typically accompanied by specular reflection (gloss), where the<br />

surface luminance is highest when the observer is situated at the perfect reflection direction (i.e. where the direction<br />

of the reflected light is a reflection of the direction of the incident light in the surface), and falls off sharply. This is<br />

simulated in computer <strong>graphics</strong> with various specular reflection models such as Phong, Cook-Torrance. etc.<br />

Spectralon is a material which is designed to exhibit an almost perfect Lambertian reflectance, while Scotchlite is a<br />

material designed with the opposite intent of only reflecting light on one line of sight.<br />

Other waves<br />

While Lambertian reflectance usually refers to the reflection of light by an object, it can be used to refer to the<br />

reflection of any wave. For example, in ultrasound imaging, "rough" tissues are said to exhibit Lambertian<br />

reflectance.<br />

References<br />

[1] Angel, Edward (2003). Interactive Computer Graphics: A Top-Down Approach Using OpenGL (http:/ / books. google. com/<br />

?id=Fsy_QgAACAAJ) (third ed.). Addison-Wesley. ISBN 978-0-321-31252-5. .

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