28 Jul
2007
28 Jul
'07
8:58 a.m.
Jean-René Reinhard wrote:
... However, can anybody explain the formula using N.H? Does anybody know why svg specularLighting uses N.H instead of R.E?
See: http://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model
Basically it's an optimization, although apparently it can actually give more realistic results (although that probably depends on the effect you're trying to achieve).