BlinnPhong
Blinn-Phong is a shading model used to approximate how light reflects from surfaces in computer graphics. It is a refinement of the Phong reflection model introduced by Jim Blinn in 1977, notable for replacing the reflection vector with a half-vector between the light and view directions.
In Blinn-Phong, the diffuse term follows Lambert's law with ambient light added, and the specular term is
By avoiding explicit reflection calculations, Blinn-Phong is more efficient for real-time rendering and typically yields visually
Limitations include its non-physically based nature and potential energy distribution inaccuracies compared to physically based rendering