I think it is irrelevant to the order of application. It is just the simple addition of these three types of light and they are formed by diffirent reasons. I real world, they are supposed to be relevent to each other, but in simulation, we can think about it separately, which is easier to compute.
LuxuFate
Would each component of the reflection affect one another? For example if the Specular component was bright enough to increase the ambient or diffuse components?
martinhodde
@LuxuFate Diffuse and specular reflection emerge from rough and shiny surfaces, respectively, and the ambient term already accounts for all of the light that is scattered across the scene. In this sense, the Blinn-Phong reflection model treats these three components of light reflection as separate, disentangled entities. I am skeptical that actual light behaves in this way, but it does simplify the model.
Staffyirenng
Good discussion, folks!
Let me add a couple comments.
Yes, good intuition that the terms here are separable as defined, because the model is purely additive.
Yes, good intuition that this is invented by a person and does not represent very accurately how light works in the real world. Nevertheless, I think you can agree that the last image does look more convincing as a 3D object -- this model does accomplish this effect very efficiently.
Later in the course, we will study a physically-based model of material reflection and light transport globally through 3D worlds. Stay tuned!
would the order of application for light matter?
I think it is irrelevant to the order of application. It is just the simple addition of these three types of light and they are formed by diffirent reasons. I real world, they are supposed to be relevent to each other, but in simulation, we can think about it separately, which is easier to compute.
Would each component of the reflection affect one another? For example if the Specular component was bright enough to increase the ambient or diffuse components?
@LuxuFate Diffuse and specular reflection emerge from rough and shiny surfaces, respectively, and the ambient term already accounts for all of the light that is scattered across the scene. In this sense, the Blinn-Phong reflection model treats these three components of light reflection as separate, disentangled entities. I am skeptical that actual light behaves in this way, but it does simplify the model.
Good discussion, folks!
Let me add a couple comments.