When calculating specular shading using h, v and l are involved. I understood how to calculate l, it's basically the direction vector towards the light. But I'm quite confused about how should I get v here. Are we given the viewer's position? Am I missing something here? Thanks in advance.
v is the input ray vector, whatever vector is intersecting the surface. This could be the cast vector from the eye, but could also be a reflected vector from another surface.
When calculating specular shading using h, v and l are involved. I understood how to calculate l, it's basically the direction vector towards the light. But I'm quite confused about how should I get v here. Are we given the viewer's position? Am I missing something here? Thanks in advance.