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Lambertian reflection


Lambertian reflectance is the property that defines an ideal "matte" or diffusely reflecting surface. The apparent brightness of a Lambertian surface to an observer is the same regardless of the observer's angle of view. More technically, the surface's luminance is isotropic, and the luminous intensity obeys Lambert's cosine law. Lambertian reflectance is named after Johann Heinrich Lambert, who introduced the concept of perfect diffusion in his 1760 book Photometria.

Unfinished wood exhibits roughly Lambertian reflectance, but wood finished with a glossy coat of polyurethane does not, since the glossy coating creates specular highlights. Freshly fallen snow and charcoal are approximately Lambertian surfaces of high and low reflectance respectively. Though not all rough surfaces are Lambertian, this is often a good approximation, and is frequently used when the characteristics of the surface are unknown.

Spectralon is a material which is designed to exhibit an almost perfect Lambertian reflectance.

In computer graphics, Lambertian reflection is often used as a model for diffuse reflection. This technique causes all closed polygons (such as a triangle within a 3D mesh) to reflect light equally in all directions when rendered. In effect, a point rotated around its normal vector will not change the way it reflects light. However, the point will change the way it reflects light if it is tilted away from its initial normal vector since the area is illuminated by a smaller fraction of the incident radiation. The reflection is calculated by taking the dot product of the surface's normal vector, , and a normalized light-direction vector, , pointing from the surface to the light source. This number is then multiplied by the color of the surface and the intensity of the light hitting the surface:


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