Given the following code written in GLSL for Blinn-Phong model. Name v1, v2, v3, v4, component1, component2, and componet3. v4 = normalize (v1+v3); float component1 = K3 * lightIntensity3 * pow (max(0.0, dot(v2,h)), shininess); float component2 = K1 * lightIntensity1; float component3 = K2 * lightIntensity2 * max(0.0, dot (v2, v3)); normal 1. v1 view direction 2. v2 half vector 3. v3 ambient component 4. v4 5. component1 light direction 6. component2 diffuse component 7. component3 specular component > > > > >

Computer Networking: A Top-Down Approach (7th Edition)
7th Edition
ISBN:9780133594140
Author:James Kurose, Keith Ross
Publisher:James Kurose, Keith Ross
Chapter1: Computer Networks And The Internet
Section: Chapter Questions
Problem R1RQ: What is the difference between a host and an end system? List several different types of end...
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Given the following code written in GLSL for Blinn-Phong model. Name v1, v2, v3, v4, component1,
component2, and componet3.
v4 = normalize (v1+v3);
float component1 = K3 * lightIntensity3 * pow (max (0.0, dot (v2, h)), shininess);
float component2 = K1 * lightIntensityl;
float component3 = K2 *
lightIntensity2 * max(0.0, dot (v2, v3));
normal
1. v1
view direction
2. v2
half vector
3. v3
ambient component
4. v4
5. component1
light direction
6. component2
diffuse component
7. component3
specular component
>
Transcribed Image Text:Given the following code written in GLSL for Blinn-Phong model. Name v1, v2, v3, v4, component1, component2, and componet3. v4 = normalize (v1+v3); float component1 = K3 * lightIntensity3 * pow (max (0.0, dot (v2, h)), shininess); float component2 = K1 * lightIntensityl; float component3 = K2 * lightIntensity2 * max(0.0, dot (v2, v3)); normal 1. v1 view direction 2. v2 half vector 3. v3 ambient component 4. v4 5. component1 light direction 6. component2 diffuse component 7. component3 specular component >
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