Blinn–Phong reflection model
Shading algorithm in computer graphics / From Wikipedia, the free encyclopedia
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The Blinn–Phong reflection model, also called the modified Phong reflection model, is a modification developed by Jim Blinn to the Phong reflection model.[1]
This article possibly contains original research. (January 2012) |
Blinn–Phong is a shading model used in OpenGL and Direct3D's fixed-function pipeline (before Direct3D 10 and OpenGL 3.1), and is carried out on each vertex as it passes down the graphics pipeline; pixel values between vertices are interpolated by Gouraud shading by default, rather than the more computationally-expensive Phong shading.[2]