Q1: What is the purpose of lighting models in computer graphics?
A1: To simulate how light interacts with surfaces and determine the color and brightness of each visible point in a rendered image.
Q2: What stage of the rendering pipeline does lighting belong to?
A2: After projection and hidden-surface removal — it determines the final appearance of visible surfaces.
Q3: What is local illumination?
A3: It only considers direct light from sources to surfaces — no reflections or inter-object lighting.
Q4: What is global illumination?
A4: It accounts for all light interactions, including reflections, refractions, and indirect lighting between objects.
Q5: Which is more realistic but computationally expensive?
A5: Global illumination.
Q6: Which illumination model is commonly used in real-time rendering?
A6: Local illumination (e.g., the Phong model).
Q7: What are the three main light source types?
A7: Point light, directional light, and spotlight.
Q8: How does a point light behave?
A8: Emits light equally in all directions from a single point in space.
Q9: How is a directional light different from a point light?
A9: It has direction but no position — all rays are parallel, like sunlight.
Q10: What defines a spotlight?
A10: A point light with a specific cone direction and falloff, simulating focused beams.
Q11: What is light attenuation?
A11: The decrease in light intensity with distance from the source — simulates realistic fading.
Q12: What are the three components of the Phong lighting model?
A12: Ambient, diffuse, and specular reflection.
Q13: What does the ambient component represent?
A13: Indirect light scattered throughout the environment, preventing surfaces from appearing completely black.
Q14: What does the diffuse component represent?
A14: Light scattered evenly in all directions on rough surfaces — gives the object its basic color.
Q15: What does the specular component represent?
A15: The mirror-like highlight that depends on the viewer’s position relative to the reflection direction.
Q16: What kind of surfaces show more specular reflection?
A16: Smooth, shiny materials like plastic, glass, or metal.
Q17: What is a Lambertian surface?
A17: A perfectly diffuse surface that appears equally bright from all viewing directions.
Q18: What determines the brightness of diffuse reflection?
A18: The angle between the surface normal and the light direction — smaller angles (more perpendicular) appear brighter.
Q19: What kind of materials are modeled well by diffuse reflection?
A19: Matte surfaces like chalk, clay, or paper.
Q20: What causes a specular highlight on a surface?
A20: Concentrated reflection of light when the viewing direction aligns with the reflected light vector.
Q21: What does the shininess (specular exponent) control?
A21: The size and sharpness of the highlight — higher values = smaller, sharper highlight (glossier surface).
Q22: Why does specular reflection depend on the viewer’s position?
A22: Because the reflected light must reach the viewer for the highlight to be visible.
Q23: How does the Blinn–Phong model improve the original Phong model?
A23: It uses a halfway vector (between light and view directions) instead of a reflection vector, making it more efficient and stable for GPUs.
Q24: Which model gives slightly smoother highlights — Phong or Blinn–Phong?
A24: Blinn–Phong.