Originally posted by frenchkid
I need to know of any possible improvements. Thanks !!
Hmmmm, the mathematics is simple enough. The basic idea is that surfaces more perpindicular to the light source will be brighter. This is fine for non-reflective surfaces. For reflective surfaces, it\'s the position of the viewer and light source that determines how bright a surface should appear. In either case, the mathematics remains much the same. Similarly, the mathematics remains the same for multiple light sources.
How did Jeremie derive his formulae? Did he apply trigonometry, or use derivatives? If he is unfamiliar with calculus, I\'d suggest he learns a bit about differential geometry. Thing is, differentials make a model like this child\'s play, over
any continuous shape of surface with any number of light sources. It\'s exactly what 3D rendering systems use.