Adjust the "roughness" slider, then click to render. This is a comparison of various 3D specular lighting models. Each model is briefly explained below. Phong - Probably the most simple out of these lighting models, the Phong Reflection Model was developed by Bui Tong Phong, who published it in his 1975 Ph.D dissertation. It is a crude approximation and has many flaws, so it is not used in top 3D engines. Blinn-Phong - The Blinn-Phong reflection model is a modified version of the Phong reflection model, developed by Jim Blinn in 1977. Although it is more realistic, it's actually more computationally efficient than the Phong reflection model. Gaussian - Literally just the Blinn-Phong reflection model but normally distributed. Beckmann - Similar to the Blinn-Phong reflection model, using the Beckmann Distribution function, developed by Petr Beckmann in 1963. Cook-Torrance - The Cook-Torrance reflection model was developed by Robert L. Cook and Kenneth E. Torrance in 1982. It also is similar to Blinn-Phong, and uses Beckmann Distribution, with some other coefficients to make it more realistic. Although it is probably the most computationally inefficient out of these reflection models, it is popular due to its realism. GGX - GGX is a relatively new lighting model using Trowbridge-Reitz distribution. It is used in many big 3D engines, and was popularized due to its use in animated Pixar movies.
All code by me. Which lighting model do YOU like the best? I personally prefer Cook-Torrance. Phong: | Blinn-Phong: || Gaussian: ||||||| Beckmann: | Cook-Torrance: ||||| GGX: |||||||