lambertian reflection from sphere in matlab

To compute the Lambertian reflection from a sphere in MATLAB, we need to use the following steps:

  1. Define the parameters of the sphere, including its center, radius, and material properties.
  2. Calculate the normal vector at each point on the sphere's surface. In this case, we can simply use the sphere's surface normal, which is equal to the unit vector from the sphere center to each point on the surface.
  3. Calculate the direction vector from each surface point to the light source. This can be done by subtracting the surface point's coordinates from the light source's coordinates and normalizing the resulting vector.
  4. Compute the diffuse reflection coefficient using the dot product of the normal vector and the light direction vector, assuming they are both unit vectors.
  5. Calculate the color of each pixel on the sphere's surface using the material properties of the sphere, the diffuse reflection coefficient, and the intensity and color of the light source.

Here's an example code snippet that implements these steps:

main.m
% Sphere parameters
center = [0 0 0];
radius = 1;
material_color = [0.8 0.2 0.2]; % Red sphere
k_diffuse = 0.7; % Diffuse reflection coefficient

% Light source parameters
light_position = [1 1 1];
light_intensity = 0.8;
light_color = [1 1 1];

% Create a grid of points on the sphere's surface
[X,Y,Z] = sphere(32);
X = X * radius + center(1);
Y = Y * radius + center(2);
Z = Z * radius + center(3);

% Calculate the normal vector at each point on the sphere's surface
N = [X(:) - center(1), Y(:) - center(2), Z(:) - center(3)];
N = bsxfun(@rdivide, N, sqrt(sum(N.^2, 2)));

% Calculate the direction vector from each surface point to the light source
L = bsxfun(@minus, light_position, [X(:) Y(:) Z(:)]);
L = bsxfun(@rdivide, L, sqrt(sum(L.^2, 2)));

% Compute the diffuse reflection coefficient using the dot product of the normal vector and the light direction vector
D = k_diffuse * max(0, dot(N, L, 2));

% Calculate the color of each pixel on the sphere's surface
color = bsxfun(@times, material_color, D) * light_intensity .* light_color;
color = reshape(color, size(X));

% Visualize the result
surf(X,Y,Z,color);
axis equal;
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This will create a 3D plot of the sphere with the Lambertian reflection from the light source.

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