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Lecture 6: Rasterization Pipeline (18)
GuardHei

A more "physically correct way" to classify the lighting is: direct diffuse, direct specular, indirect diffuse, and indirect specular.

This is commonly mentioned in physically based shading.

gav-sturm

how did this shading classification system come to be? As mentioned above the physics are more complicated but it seems that 3 properties have stuck around in CG. Is it because these 3 are good enough to simulate realistic images?

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