Shading and reflection
From CGAFaq
Shading is the process of applying a lighting model during rendering to find the intermediate or final pixel brightness values to write to the render target. A lighting model usually consists of a set of material scattering models, atmospheric models and light source models, but more importantly the lighting model is a specification of how these components are combined into a pixel brightness result. Material scattering collectively refers to material reflection and transmission.
Contents |
Material Scattering Models
A material scattering model calculates the scattered light given an incoming direction and source of light. Such a model may be emperical or physically based. An emperical scattering model is a model of the emperical behaviour of a material's scattering properties. A physically based scattering model is an approximation of the underlying physical scattering processes to re-create the scattering behaviour.
- Emperical material scattering models
- Lambertian scattering
- Specular scattering
- The Phong Scattering Model
Atmospheric Models
Light Source Models
Lighting Models
Shading may also be emperical or physically based. Emperical shading applies a material scattering model in a manner that is behaviourally correct. Physically based shading applies a physically based scattering model in a physically calibrated manner and is often followed by an exposure calculation of some kind.

