Phong Illumination Model

Diffuse only shading from a single directional light source.

Diffuse only shading from a single point light source.

Specular only shading from a single point light source.

Specular only shading from a single directional light source.

Only specular and diffuse shading.

Two opposing lights. The light from the right is a point light source, while the one from the left is a directional light. Ambient, diffuse, and specular components were used.

A default cylinder using all the phong components.

A default cube with a light shining at its face.

Cel shading of a sphere. I plan to work on edge detection for this soon.

Multiple spheres with a strange color.

Multiple shapes and multiple lights.