Intermediate Topic 22 of 49 Graphics, Vision & Media
Shading Models
Phong and Lambert lighting calculations.
How it works
Shading models compute the color of a surface point from lighting. The Lambertian diffuse model scales light by the cosine of the angle between the surface normal and light direction; Phong and Blinn-Phong add a specular highlight depending on the view direction. Shading frequency varies: flat shading per face, Gouraud per vertex and Phong per pixel. Physically based rendering uses energy-conserving microfacet BRDFs with parameters such as albedo, roughness and metalness, giving consistent results under different lighting.
Where it is used
Games, film, product visualization and design tools choose shading models to balance realism and cost; PBR is now the standard in engines such as Unreal and Unity.
Common pitfall
Unnormalized normals and vectors produce wrong lighting. Doing lighting in the wrong color space, without gamma correction, looks harsh or washed out. Simple models ignore shadows, interreflection and subsurface scattering. Too many lights are costly in forward rendering, so use deferred or clustered methods. Use consistent units and physically plausible material values.
Where it fits in the course
Shading Models is topic 22 of 49 in Graphics, Vision & Media, rated Intermediate. It follows Z-Buffer. The next topic is Texture Mapping.
Practice and explore
- Open the interactive lesson, with a mini quiz.
- Take the Graphics, Vision & Media quiz.
How to study this topic
- Read the explanation above and restate the definition in your own words.
- Open the interactive lesson and answer its mini quiz.
- Read the common pitfall, then write a short example that avoids it.
- Check your understanding in the Graphics, Vision & Media quiz, and revisit the topic if you miss a question.
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