A silly diffuse shading model

2025 Dec 31

Happy New Year for those who celebrate!

Happy Arbitrarily Chosen Point in Earth’s Orbit for those how don’t!

We all know that the proper lighting factor (i.e. proportion of reflected incoming light) for a completely diffuse (aka Lambertian) surface is (\max(0, L\cdot N)). Here, (L) is the direction to the light source, (N) is the surface normal, and (\cdot) is the dot product. The dot product essentially comes from pure geometry (the same amount of light in a light beam cross-section being spread across larger surface area), while the (\max) is there to make sure that the parts of the surface facing away from light don’t receive any light at all.

Is it a great, physically reasonable model (although real materials …

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