Information about Diffuse Reflection

Diagram of diffuse reflection
Diffuse reflection is the reflection of light from an uneven or granular surface such that an incident ray is seemingly reflected at a number of angles. It is the complement to specular reflection. If a surface is completely nonspecular, the reflected light will be evenly spread over the hemisphere surrounding the surface (2×π steradians).

The most familiar example of the distinction between specular and diffuse reflection would be matte and glossy paints as used in home painting. Matte paints have a higher proportion of diffuse reflection, while gloss paints have a greater part of specular reflection.

Diffuse interreflection is a process whereby light reflected from an object strikes other objects in the surrounding area, illuminating them. Diffuse interreflection specifically describes light reflected from objects which are not shiny or specular. In real life terms what this means is that light is reflected off non-shiny surfaces such as the ground, walls, or fabric, to reach areas not directly in view of a light source. If the diffuse surface is colored, the reflected light is also colored, resulting in similar coloration of surrounding objects.

In 3D computer graphics, diffuse interreflection is an important component of global illumination. There are a number of ways to model diffuse interreflection when rendering a scene. Radiosity and photon mapping are two commonly used methods.

See also

Reflection is the change in direction of a wave front at an between two dissimilar media so that the wave front returns into the medium from which it originated. Common examples include the reflection of light, sound and water waves.
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Light is electromagnetic radiation of a wavelength that is visible to the eye (visible light). In a scientific context, the word "light" is sometimes used to refer to the entire electromagnetic spectrum.
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Specular reflection is the perfect, mirror-like reflection of light (or sometimes other kinds of wave) from a surface, in which light from a single incoming direction (a ray) is reflected into a single outgoing direction.
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A sphere is a symmetrical geometrical object. In non-mathematical usage, the term is used to refer either to a round ball or to its two-dimensional surface. In mathematics, a sphere is the set of all points in three-dimensional space (R3
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The steradian (symbol: sr) is the SI unit of solid angle. It is used to describe two-dimensional angular spans in three-dimensional space, analogous to the way in which the radian describes angles in a plane.
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Gloss is an optical property, which is based on the interaction of light with physical characteristics of a surface. It is actually the ability of a surface to reflect light into the specular direction.
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See also:
Gloss is an optical property, which is based on the interaction of light with physical characteristics of a surface. It is actually the ability of a surface to reflect light into the specular direction.
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Paint is any liquid, liquifiable, or mastic composition which after application to a substrate in a thin layer is converted to an opaque solid film.

Paint is used to protect, decorate (such as adding color), or add functionality to an object or surface by covering it
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Light is electromagnetic radiation of a wavelength that is visible to the eye (visible light). In a scientific context, the word "light" is sometimes used to refer to the entire electromagnetic spectrum.
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Specular reflection is the perfect, mirror-like reflection of light (or sometimes other kinds of wave) from a surface, in which light from a single incoming direction (a ray) is reflected into a single outgoing direction.
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Color or colour[1] (see spelling differences) is the visual perceptual property corresponding in humans to the categories called red, yellow, blue, black, etc.
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3D computer graphics (in contrast to 2D computer graphics) are graphics that utilize a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering 2D images.
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Global illumination algorithms used in 3D computer graphics are commonly used to add realistic lighting to 3D scenes. Such algorithms take into account not only the light which comes directly from a light source (direct illumination
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Radiosity is a global illumination algorithm used in 3D computer graphics rendering. Radiosity is an application of the finite element method to solving the rendering equation for scenes with purely diffuse surfaces.
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In computer graphics, photon mapping is a global illumination algorithm developed by Henrik Wann Jensen that solves the rendering equation. Rays from the light source and rays from the camera are traced independently until some termination criterion is met, then they are
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Optics (ὀπτική appearance or look in Ancient Greek) is a branch of physics that describes the behavior and properties of light and the interaction of light with matter.
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In optics and heat transfer, reflectivity is the fraction of incident radiation reflected by a surface. In full generality it must be treated as a directional property that is a function of the reflected direction, the incident direction, and the incident wavelength.
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Specular reflection is the perfect, mirror-like reflection of light (or sometimes other kinds of wave) from a surface, in which light from a single incoming direction (a ray) is reflected into a single outgoing direction.
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Lambertian reflectance, light falling on it is scattered such that the apparent brightness of the surface to an observer is the same regardless of the observer's angle of view. More technically, the surface luminance is the same regardless of angle of view.
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