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Types of Light: Emitted, Ambient, Diffuse, and Specular Light

Emitted light is the simplest - it originates from an object and is unaffected by any light sources.


The ambient component is the light from that source that's been scattered so much by the environment that its direction is impossible to determine - it seems to come from all directions. Backlighting in a room has a large ambient component, since most of the light that reaches your eye has bounced off many surfaces first. A spotlight outdoors has a tiny ambient component; most of the light travels in the same direction, and since you're outdoors, very little of the light reaches your eye after bouncing off other objects. When ambient light strikes a surface, it's scattered equally in all directions.

Diffuse light comes from one direction, so it's brighter if it comes squarely down on a surface than if it barely glances off the surface. Once it hits a surface, however, it's scattered equally in all directions, so it appears equally bright, no matter where the eye is located. Any light coming from a particular position or direction probably has a diffuse component.

Finally, specular light comes from a particular direction, and it tends to bounce off the surface in a preferred direction. A well-collimated laser beam bouncing off a high-quality mirror produces almost 100 percent specular reflection. Shiny metal or plastic has a high specular component, and chalk or carpet has almost none. You can think of specularity as shininess.

Although a light source delivers a single distribution of frequencies, the ambient, diffuse, and specular components might be different. OpenGL allows you to set the red, green, and blue values for each component of light independently.