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Lambert's cosine law

Lambert's cosine law is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Lambert's cosine law rather than just read about it. In short: In optics, Lambert's cosine law says that the observed radiant intensity or luminous intensity from an ideal diffusely reflecting surface or ideal diffuse radiator is directly proportional to the cosine of the angle θ between the observer's line of sight and the surface normal; I = I0 cos θ. The law is also known as the cosine emission law or Lambert's emission law.

Lambert's cosine law — main illustration
Lambert's cosine law — illustration

Key takeaways

  • Lambert's cosine law belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Lambert's cosine law to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Lambert's cosine law from memory before moving on to harder problems.

Reference excerpt

In optics, Lambert's cosine law says that the observed radiant intensity or luminous intensity from an ideal diffusely reflecting surface or ideal diffuse radiator is directly proportional to the cosine of the angle θ between the observer's line of sight and the surface normal; I = I0 cos θ. The law is also known as the cosine emission law or Lambert's emission law. It is named after Johann Heinrich Lambert, from his Photometria, published in 1760. A surface which obeys Lambert's law is said to be Lambertian, and exhibits Lambertian reflectance. Such a surface has a constant radiance/luminance, regardless of the angle from which it is observed; a single human eye perceives such a surface as having a constant brightness, regardless of the angle from which the eye observes the surface. It has the same radiance because, although the emitted power from a given area element is reduced by the cosine of the emission angle, the solid angle, subtended by surface visible to the viewer, is reduced by the very same amount. Because the ratio between power and solid angle is constant, radiance (power per unit solid angle per unit projected source area) stays the same.

Lambertian scatterers and radiators When an area element is radiating as a result of being illuminated by an external source, the irradiance (energy or photons /time/area) landing on that area element will be proportional to the cosine of the angle between the illuminating source and the normal. A Lambertian scatterer will then scatter this light according to the same cosine law as a Lambertian emitter. This means that although the radiance of the surface depends on the angle from the normal to the illuminating source, it will not depend on the angle from the normal to the observer. For example, if the moon were a Lambertian scatterer, one would expect to see its scattered brightness appreciably diminish towards the terminator due to the increased angle at which sunlight hit the surface. The fact that it does not diminish illustrates that the moon is not a Lambertian scatterer, and in fact tends to scatter more light into the oblique angles than a Lambertian scatterer. The emission of a Lambertian radiator does not depend on the amount of incident radiation, but rather from radiation originating in the emitting body itself. For example, if the sun were a Lambertian radiator, one would expect to see a constant brightness across the entire solar disc. The fact that the sun exhibits limb darkening in the visible region illustrates that it is not a Lambertian radiator. A black body is an example of a Lambertian radiator. According to Tatum, "In discussing the properties of reflecting surfaces, one often distinguishes between two extreme cases. At the one hand is the perfectly diffusing lambertian surface; blotting paper is sometimes cited as a near lambertian example. The other extreme is the perfectly reflecting surface, or specular reflection (Latin speculum, a mirror), in which the angle of reflection equals the angle of incidence."

Details of equal brightness effect

The situation for a Lambertian surface (emitting or scattering) is illustrated in Figures 1 and 2. For conceptual clarity we will think in terms of photons rather than energy or luminous energy. The wedges in the circle each represent an equal angle dΩ, of an arbitrarily chosen size, and for a Lambertian surface, the number of photons per second emitted into each wedge is proportional to the area of the wedge. The length of each wedge is the product of the diameter of the circle and cos(θ). The maximum rate of photon emission per unit solid angle is along the normal, and diminishes to zero for θ = 90°. In mathematical terms, the radiance along the normal is I photons/(s·m2·sr) and the number of photons per second emitted into the vertical wedge is I dΩ dA. The number of photons per second emitted into the wedge at angle θ is I cos(θ) dΩ dA. Figure 2 represents what an observer sees. The observer directly above the area element will be seeing the scene through an aperture of area dA0 and the area element dA will subtend a (solid) angle of dΩ0, which is a portion of the observer's total angular field-of-view of the scene. Since the wedge size dΩ was chosen arbitrarily, for convenience we may assume without loss of generality that it coincides with the solid angle subtended by the aperture when "viewed" from the locus of the emitting area element dA. Thus the normal observer will then be recording the same I dΩ dA photons per second emission derived above and will measure a radiance of

I 0 = I d Ω d A d Ω 0 d A 0 {\displaystyle I_{0}={\frac {I\,d\Omega \,dA}{d\Omega _{0}\,dA_{0}}}} photons/(s·m2·sr). The observer at angle θ to the normal will be seeing the scene through the same aperture of area dA0 (still corresponding to a dΩ wedge) and from this oblique vantage the area element dA is foreshortened and will subtend a (solid) angle of dΩ0 cos(θ). This observer will be recording I cos(θ) dΩ dA photons per second, and so will be measuring a radiance of

… excerpt ends here. Continue reading the full article.

Illustrations

Lambert's cosine law: Figure 2: Observed intensity (photons/(s·m2·sr)) for a normal and off-normal observer; dA0 is the area of the observing aperture and dΩ is the solid angle subtended by the aperture from the viewpoint of the emitting area element.
Figure 2: Observed intensity (photons/(s·m2·sr)) for a normal and off-normal observer; dA0 is the area of the observing aperture and dΩ is the solid angle subtended by the aperture from the viewpoint of the emitting area element.

Worked examples

Example 1 — a first encounter with Lambert's cosine law

Start with the simplest possible case. Write down what Lambert's cosine law claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Lambert's cosine law before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Lambert's cosine law ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Lambert's cosine law

In research
Lambert's cosine law appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Lambert's cosine law in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Lambert's cosine law is common in secondary-school and first-year university syllabi. It links to neighbouring topics 3D computer graphics, Photometry, Radiometry, so understanding it makes those chapters shorter.
In everyday life
Look for Lambert's cosine law outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Lambert's cosine law in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Lambert's cosine law means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Lambert's cosine law out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Lambert's cosine law in simple terms?

In optics, Lambert's cosine law says that the observed radiant intensity or luminous intensity from an ideal diffusely reflecting surface or ideal diffuse radiator is directly proportional to the cosine of the angle θ between the observer's line of sight and the surface normal; I = I0 cos θ. The la…

Why does Lambert's cosine law matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Lambert's cosine law?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Lambert's cosine law.

Tags

  • 3D computer graphics
  • Photometry
  • Radiometry
  • Scattering

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