简述lambert,blinn和phone渲染类型的区别

如题所述

很多做动画的朋友,天天都跟各种各样的shader打交道,比如最经典的lambert,blinn,phong这三个shader类型。可是朋友们有没有考虑过这个问题,它们为什么要起这样的名字呢?
其实早在七八年前俺刚刚接触cg的时候,也曾经很疑惑这个问题。后来在一个偶然的机会,才知道了其中原委。
原来它们都是人名啊!
lambert这个shader没有高光,适合制作橡胶这类东西,这个shader是基于Beer-Lambert模型创造出来的。相关查看:http://en.wikipedia.org/wiki/Beer-Lambert_law
看这段:
The law was discovered by Pierre Bouguer before 1729. It is often mis-attributed to Johann Heinrich Lambert, who cited Bouguer's “Essai d'Optique sur la Gradation de la Lumiere” (Claude Jombert, Paris, 1729) — and even quoted from it — in his “Photometria” in 1760. Much later, August Beer extended the exponential absorption law in 1852 to include the concentration of solutions in the absorption coefficient.
而blinn呢,包含漫反射和高光,这种shader由Jim Blinn创造。相关查看:
http://en.wikipedia.org/wiki/Jim_Blinn
James F. Blinn is a computer scientist who first became widely known for his work as a computer graphics expert at NASA's Jet Propulsion Laboratory (JPL), particularly his work on the pre-encounter animations for the Voyager project,[1] his work on the Carl Sagan Cosmos documentary series and the research of the Blinn–Phong shading model.
Phong这个shader呢,高光的特点跟blinn不很一样。这种shader的发明人是Bui Tuong Phong。相关查看:
http://en.wikipedia.org/wiki/Bui_Tuong_Phong
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