What is the difference between blinn and phong




















Hope I'm not bugging people with all the questions! Things like translucency etc are expensive effects, what you want to do is fake it with other lights.

So I would use a spotlight as the main source of light from the lamp e. That would be how I'd start it. Start with a picth black room and then add more lights until it feels right checking after you add each light. As for the material, use a blinn because lamberts have no spec and even if you dont want spec you can always turn it off in the blinn by turning it right down. Post some pics and lets see how you are doing.

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Therefore, the surface cannot be directly illuminated by that light. That is a reasonable assumption, and it certainly makes sense in reality. But real-life objects don't have these kinds of hard specular lines. So what are we missing in our model?

What we are missing is that point lights don't exist in the real world. Light illumination does not come from a single, infinitely small location in space. Even the size of the Sun relative to Earth has a significant area. So what this means is that, for a given point on a surface, it could be in partial view of the light source. Imagine Earth at sunset for an example: part of the sun is below the horizon and part of it is not. Since only part of the light is visible from that point on the surface, then only part of the light contributes to the overall illumination.

So at these places where you might get hard specular boundaries, under more real lighting conditions, you still get a semi-gentle fall-off. That's all well and good, but modeling true area lights is difficult even for simple cases. A much simpler way to resolve this is to not use such a low specular exponent. This specular exponent is relatively small, leading to a very broad specular highlight.

If we restrict our use of a specular term to surfaces who's specular exponent is reasonably large, we can prevent this artifact from appearing. We could also adjust the specular reflectance, so that surfaces with a low specular exponent also have a small specular reflectance. Blinn-Phong Model Prev Chapter Still the result usable as an approximation. The takeaway : — Just use the simplest factor — Mathematica skill achievement PDF link of Mathematica code from this post.

E Versus N. Filed under Use "All posts and recent updates" in the Menu to natigate this blog Tagged with Blinn , exponent , graphic gem IV , highlight , lobe , Phong , shape , Specular power. Next try a Minimax Polynomial fit or even a Rational Minimax. Hey, can you provide some hint on this? Small update: Add screenshot for specular power 5, 10, , provide code and affine final result. The differences are obvious for grazing angles.

Totally agree, people should use Blinn anyway. Pingback: Confluence: Art. You are commenting using your WordPress. You are commenting using your Google account. You are commenting using your Twitter account. You are commenting using your Facebook account. Notify me of new comments via email. Notify me of new posts via email. Home All posts and recent updates About. Posts Comments.

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