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The reflection of light from most materials consists of two major terms: the specular and the diffuse. Specular reflection may be modeled from first principles by considering a rough surface consisting of perfect reflectors, or micro-facets. Diffuse reflection is generally considered to result from multiple scattering either from a rough surface or from within a layer near the surface. Accounting for diffuse reflection by Lambert's Cosine Law, as is universally done in computer graphics, is not a physical theory based on first principles.
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Hanrahan et al. (Wed,) studied this question.
synapsesocial.com/papers/6a09667887ad1657d2514395 — DOI: https://doi.org/10.1145/166117.166139
Pat Hanrahan
Stanford University
Wolfgang Krueger
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