Overview
Phong shading evaluates a simple reflectance model at shaded points, producing smooth highlights when normals are interpolated across a surface.
Computes local lighting with ambient, diffuse, and specular terms per fragment.
Compact metadata for implementation and discovery.
Phong shading evaluates a simple reflectance model at shaded points, producing smooth highlights when normals are interpolated across a surface.
Quick facts
Runtime and memory behavior at a glance.
Best
O(1)
Average
O(pixels * lights)
Worst
O(pixels * lights)
Space
O(1)
I = ambient + diffuse + specularCombines the basic lighting terms used by Phong-style shading.
Show rays, samples, buffers, or shading terms that contribute to the final pixel.
Phong shading is a local illumination model; it does not simulate indirect light transport.
What each reference supports for this entry.
Good next jumps from the relationship graph, ranked for useful discovery.
Blinn-Phong modifies Phong's specular term with a halfway vector.
Both are local shading models with specular terms.