What is it?
Computing the colour of a surface point from the light, the normal and the viewer. Lambertian diffuse light is ; specular highlights use . Values are interpolated across triangles.
Formulas
- Blinn–Phong
The mathematics behind it
Diffuse lighting is , the dot product of the unit normal and the light direction.
Lambert's law: diffuse light is proportional to between normal and light direction.
GPUs interpolate colours, normals and texture coordinates across each triangle (barycentric interpolation).
Where is it used?
Computing topics reachable from here, through the chain of ideas that leads to them:
What depends on it
This page has the essentials. A fuller treatment (intuition, formal definition, worked example) is on the way.