In: Computer Science
How should the distance between the viewer and the surface enter the rendering calculations?
Distance between the viewer and the surface enters the rendering calculations:
Let us see the above diagram
In Phong’s reflection model, specular component of color at any point in the object surface is given by:
,
Where is the proportion of mirrored light (specular) that the watcher receives,
is the specular part's force and
The exponent is the shininess coefficient.
User can use the normalized r and can use the dot product to find, hence the equation becomes:
…(1)
More distant the viewer, the vector v can be assumed to be the same on every point on the object’s surface. This removes the need to recomputed v and hence simplifies the computation. The direction of the watcher determines the specular component of intensity at any point on the object’s surface as evident from equation (1).