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Phong reflection model
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{{Short description|Shading algorithm in computer graphics}} {{distinguish|Phong shading}} [[Image:Phong components version 4.png|thumb|700px|Visual illustration of the Phong equation: here the light is white, the ambient and diffuse colors are both blue, and the specular color is white, reflecting a small part of the light hitting the surface, but only in very narrow highlights. The intensity of the diffuse component varies with the direction of the surface, and the ambient component is uniform (independent of direction).]] The '''Phong reflection model''' (also called '''Phong illumination''' or '''Phong lighting''') is an [[Empirical modelling|empirical model]] of the [[illumination model|local illumination]] of points on a [[Surface (mathematics)|surface]] designed by the computer graphics researcher [[Bui Tuong Phong]]. In [[3D computer graphics]], it is sometimes referred to as <!--DO NOT LINK-->"Phong shading"<!--DO NOT LINK-->, particularly if the model is used with the [[Phong shading|interpolation method of the same name]] and in the context of [[pixel shader]]s or other places where a lighting calculation can be referred to as β[[shading]]β.
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