Diffuse Reflection
When light strikes a surface, some of the light will reflect off of the surface. The angle at which the light reflects off the surface is determined by the surface’s normal, which is a vector perpendicular to the surface. The amount of reflected light also depends on the angle at which the light strikes the surface, as well as the roughness of the surface. Diffuse reflection is when light reflects off of a surface in all directions. This is opposed to specular reflection, which is when light reflects off of a surface in a single direction. Diffuse reflection is what gives surfaces their matte appearance.
Rough surfaces tend to cause more diffuse reflection than smooth surfaces. This is because rough surfaces have many different angles that they can reflect light off of, whereas smooth surfaces have fewer angles. The color of a diffusely reflecting object depends on the wavelength of the incoming light and the wavelength-dependent absorption coefficient of the material. For example, a red object will appear red because it absorbs all wavelengths of light except for red (which it then reflects).
Diffuse Reflection in Computer Graphics
Pre-requisites: Basic Illumination Models
Diffuse reflection is a fundamental concept in computer graphics that has a wide range of applications. In this blog post, we will explore the basics of diffuse reflection and its implications for computer graphics. We will also provide some practical examples of how diffuse reflection can be used to create realistic images.