6.7 Let ψbe the angle between the normal and the halfway vector, φbe
the angle between the viewer and the reflection angle, and θbe the angle
between the normal and the light source. If all the vectors lie in the same
6.8 If the surface is curved, we have to compute the normal at each point;
if it is flat the normal is constant. If both the viewer and the light source
6.13 Without loss of generality, we can consider the problem in two
dimensions. Suppose that the first material has a velocity of light of v1and
the second material has a light velocity of v2. Furthermore, assume that
the axis y= 0 separates the two materials.
Place a point light source at (0, h) where h > 0 and a viewer at (x, y)
where y < 0. Light will travel in a straight line from the source to a point
(t, 0) where it will leave the first material and enter the second. It will
6.14 If we orient the surface so it points in the direction of the halfway
vector, then we have equal angles between the halfway vector and the
6.19 Shading requires that when we transform normals and points, we
2