ABSTRACT

Ambient light contributes to the lighting as a product of the ambient light itself AL and the ambient light color of the material being lighted :AM

. Diff use light contributes to the lighting as a product of the diff use light

itself ,DL the diff use light color of the material being lighted ,DM and the cosine of the angle Θ between the light and the normal, :L N⋅

. Specular light contributes to the lighting as a product of the specular

light itself ,SL the specular light color of the material being lighted ,SM and a power (the “shininess” coeffi cient SH) of the cosine of the angle Φ between the eye vector and the light refl ection vector, ( ) :SHR E⋅

Then the total lighting at the point is the sum of these:

Details on how the refl ection vector is computed and how these individual formulas are derived may be found in any introductory graphics text, such as [10].