Diffuse reflection is a fundamental process in illuminating the 3D objects in a scene. It plays a significant role in these objects' perceived depth and texture.
Diffuse or Lambertian reflection is a common form of light reflection used in computer graphics. It describes the way light interacts with the surface of objects. When light hits an object, it gets scattered in multiple directions rather than reflecting in a single direction. It provides the basic colors and shadings to the objects.
Diffuse reflection in computer graphics is modeled using Lambert’s cosine law.
The intensity of the diffusely reflected light is proportional to the cosine of the angle between the surface normal and the direction of the light source.
Where,
The color
The cosine of the angle between the surface normal (
Where,
Normal (
Light vector (
Angle between
The above equation shows that as the angle between
The equation can be rewritten as given below.
The exact amount of the diffuse reflection (
Where,
Since the value of the cosine of the angle is known to be
Note:
The diffuse reflection coefficient (
) lies between and . It represents the property of the material that determines how much it diffuses the incident light.
To avoid calculating negative values when the surface is facing away from the light source (
The
The above equation avoids inaccurate negative reflections and prevents incorrect rendering of the backface lighting.
Same spheres lit differently from different lighting angles (independent of the viewing angle)
Same spheres but with different diffuse reflection coefficient (
When the value of
A higher
A lower
The variations of