To this point we have discussed how to compute an illumination
model at a point on a surface. But, at which points on the surface
is the illumination model applied? Where and how often it is applied
has a noticable effect on the result.
Illuminating can be a costly process involving the computation of and
normalizing of vectors to multiple light sources and the viewer.
For models defined by collections of polygonal facets or triangles:
- Each facet has a common surface normal
- If the light is directional then the diffuse contribution is constant across the facet
- If the eye is infinitely far away and the light is directional then the specular contribution
is constant across the facet