OpenGL Graphics Library

  1. Lighting and Shading
    1. Lighting Fundamentals
      1. Light Interaction with Surfaces
        1. Reflection Models
          1. Color Theory in Lighting
          2. Basic Lighting Components
            1. Ambient Lighting
              1. Global Illumination Approximation
                1. Ambient Color
                2. Diffuse Lighting
                  1. Lambertian Reflection
                    1. Surface Normal Importance
                    2. Specular Lighting
                      1. Specular Highlights
                        1. View Direction Dependency
                      2. Phong Lighting Model
                        1. Phong Reflection Model
                          1. Ambient Component
                            1. Diffuse Component
                              1. Specular Component
                                1. Reflection Vector Calculation
                                2. Blinn-Phong Lighting Model
                                  1. Halfway Vector Approach
                                    1. Performance Benefits
                                      1. Visual Differences from Phong
                                      2. Material Properties
                                        1. Material Structure
                                          1. Ambient Reflectance
                                            1. Diffuse Reflectance
                                              1. Specular Reflectance
                                                1. Shininess Factor
                                                  1. Material Textures
                                                  2. Light Sources
                                                    1. Light Types
                                                      1. Light Properties
                                                      2. Directional Lights
                                                        1. Infinite Distance Assumption
                                                          1. Direction Vector
                                                            1. Parallel Light Rays
                                                              1. Sun Light Simulation
                                                              2. Point Lights
                                                                1. Position-Based Lighting
                                                                  1. Omnidirectional Emission
                                                                    1. Distance Attenuation
                                                                      1. Constant Attenuation
                                                                        1. Linear Attenuation
                                                                          1. Quadratic Attenuation
                                                                        2. Spotlights
                                                                          1. Position and Direction
                                                                            1. Cone of Light
                                                                              1. Cutoff Angles
                                                                                1. Inner Cutoff
                                                                                  1. Outer Cutoff
                                                                                  2. Smooth Falloff
                                                                                  3. Lighting Implementation
                                                                                    1. Per-Vertex Lighting
                                                                                      1. Gouraud Shading
                                                                                        1. Vertex Shader Implementation
                                                                                        2. Per-Fragment Lighting
                                                                                          1. Phong Shading
                                                                                            1. Fragment Shader Implementation
                                                                                            2. Normal Vector Handling
                                                                                              1. Normal Transformation
                                                                                                1. Normal Normalization
                                                                                                2. Multiple Light Sources
                                                                                                  1. Light Accumulation
                                                                                                    1. Light Management