This document discusses lighting and shading models in computer graphics. It explains that lighting has two main components - the lighting model which calculates intensity at surface points, and surface rendering methods like ray tracing. Common lighting models include ambient, diffuse, and specular components. The diffuse component follows Lambert's cosine law, while the specular component uses Snell's law and the Phong reflection model. Together these components make up the lighting equation, which is approximated using shading techniques like constant, Gouraud, and Phong shading to assign colors to pixels.