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Аналіз моделей освітлення Фонга та Бліна для задач рендерингу

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The features of using the Fong and Blin models in the formation of three-dimensional graphic scenes in modern computer graphics systems are considered. It is established that one of the laborious stages of the rendering process is the painting of surfaces, which is based on the use of the bidirectional reflectance distribution function BRDF, which determines the nature of the interaction of the light flux with the surface and directly affects the realism of the synthesized image. The need to compare the Fong and Blin lighting models, which are the most common approximations of the specular component of BRDF in the tasks of visualization of three-dimensional scenes, is justified. The main stages of the graphics pipeline are analyzed, including geometric transformations, surface triangulation, rasterization, parameter interpolation and lighting calculations. It is shown that the representation of complex surfaces in the form of a polygonal mesh of triangles provides efficient computational processing and allows for fast rendering in real-time systems. The use of the basic vectors of the surface normal, the direction to the light source and the direction to the observer, which form the mathematical basis of lighting models, is considered. The features of the application of Lambert's law of cosines to determine the diffuse component of reflection are presented. A comparative analysis of the Fong and Blin models is performed. It is shown that the Fong model uses the specular reflection vector, while the Blin model is based on the use of a half-vector between the directions of light and the observer. This approach simplifies calculations and increases rendering performance. An analytical relationship between the parameters of the models is obtained, which determines the conditions for the formation of the same specular color component. It is established that for most angle values, the ratio of the power coefficients of the models approaches four, however, at large angles, noticeable differences in the shape and distribution of glare occur. The analysis allows us to assess the advantages and disadvantages of each model depending on the requirements for speed and photorealism of the image. The results obtained can be used for adaptive selection of lighting models in interactive graphics systems, game engines, and realtime visualization systems.

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Романюк О. Н., Котлик С. В. Аналіз моделей освітлення Фонга та Бліна для задач рендерингу // Автоматизація технологічних і бізнес-процесів. 2026. Вип. 18, № 2. С. 85-91. URI: https://journals.ontu.edu.ua/index.php/atbp/article/view/3490/3737.

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