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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

proportional
to
the
dot
product
between
the
surface
normal
and
the
half-vector,
raised
to
a
shininess
exponent:
(N
·
H)^n,
where
H
=
normalize(L
+
V)
is
the
half-vector
and
n
is
the
shininess.
similar
highlights
to
Phong,
making
it
a
staple
in
early
OpenGL
and
Direct3D
pipelines.
It
is
commonly
implemented
as
a
combination
of
ambient,
diffuse,
and
specular
components,
with
per-material
shininess
and
optional
texture
maps
to
control
color
and
highlight
size.
models.
While
capable
of
producing
plausible
highlights,
it
does
not
model
the
full
Bidirectional
Reflectance
Distribution
Function
(BRDF)
of
real
materials.
Blinn-Phong
can
be
extended
with
textures
and
more
complex
lighting
setups,
but
modern
rendering
practices
often
prefer
physically
based
rendering
for
accuracy
and
consistency
across
lighting
conditions.