WebGL and Computer Graphics

  1. Lighting and Shading
    1. Lighting Model Components
      1. Light Properties
        1. Light Color
          1. RGB Light Color
          2. Light Intensity
            1. Brightness Control
            2. Light Position
              1. Point Light Position
              2. Light Direction
                1. Directional Light Vector
              3. Material Properties
                1. Diffuse Color
                  1. Surface Base Color
                  2. Specular Color
                    1. Reflection Color
                    2. Shininess Factor
                      1. Specular Highlight Size
                      2. Ambient Color
                        1. Base Illumination
                    3. Light Types
                      1. Ambient Lighting
                        1. Global Illumination
                          1. Constant Light Contribution
                          2. Directional Lighting
                            1. Parallel Light Rays
                              1. Infinite Distance Light
                              2. Point Lighting
                                1. Omnidirectional Light
                                  1. Distance-based Attenuation
                                  2. Spot Lighting
                                    1. Cone-shaped Light
                                      1. Direction and Angle Control
                                    2. Lighting Models
                                      1. Diffuse Reflection
                                        1. Lambertian Reflection Model
                                          1. Surface Normal Dependency
                                          2. Specular Reflection
                                            1. Phong Reflection Model
                                              1. View-dependent Reflection
                                              2. Blinn-Phong Model
                                                1. Half-vector Approach
                                            2. Shader-based Lighting Implementation
                                              1. Normal Vector Usage
                                                1. Surface Normal Vectors
                                                  1. Normal Interpolation
                                                    1. Normal Transformation
                                                    2. Lighting Calculation Location
                                                      1. Per-Vertex Lighting
                                                        1. Vertex Shader Calculation
                                                        2. Per-Pixel Lighting
                                                          1. Fragment Shader Calculation
                                                        3. Normal Matrix Application
                                                          1. Normal Transformation Matrix
                                                            1. Inverse Transpose Matrix