phong Element Reference

Physically-correct modified Phong model for glossy/specular surfaces. More...

Inheritance diagram for phong:

bsdf

List of all members.

Attributes

clampedSpectrum kd
 Wavelength-dependent spectrum which scales / attenuates the overall reflectance of the material (diffuse albedo).
clampedSpectrum ks
 Wavelength-dependent spectrum which scales / attenuates the overall reflectance of the material (specular albedo).
ureal_t n
 Wavelength-dependent shininess exponent of material; specifies how quickly the Phong lobe falls off from the perfect specular direction which has the effect of changing how "glossy" the resulting surface appears.


Detailed Description

Physically-correct modified Phong model for glossy/specular surfaces.

The modified Phong model has two inputs: kd, and ks in [0, 1] subject to kd + ks <= 1, where Kd and Ks represent the diffuse and specular reflectivity of the surface respectively (fraction of incoming energy that is reflected diffusely/specularly). A third input, n, represents the specular shininess of the surface, where higher values of n correspond to tighter / sharper specular highlights, and lower values of n correspond to wider / glossier highlights. The Phong bsdf creates a lobe-like distribution with a cos(alpha)^a fallof, where alpha is the angle between an exitant vector and the perfect specular direction and n is the user-specified "shininess" property of the material.

Note:
For more information, please see: E. Lafortune and Y. Willems. Using the modified Phong reflectance model for physically based rendering. Technical Report CW197, Dept of Computer Science, K.U. Leuven, 1994.

phong corresponds to the underlying Milton class 'ModifiedPhongBSDF.'


Attribute Documentation

Wavelength-dependent spectrum which scales / attenuates the overall reflectance of the material (diffuse albedo).

typeclampedSpectrum
optionaltrue
default0.5
unitsunitless

Wavelength-dependent spectrum which scales / attenuates the overall reflectance of the material (specular albedo).

typeclampedSpectrum
optionaltrue
default0.5
unitsunitless

ureal_t phong::n

Wavelength-dependent shininess exponent of material; specifies how quickly the Phong lobe falls off from the perfect specular direction which has the effect of changing how "glossy" the resulting surface appears.

Note:
Higher values of n denote a shinier, more specular surface
typepositive real scalar
optionaltrue
default1
unitsunitless


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