Unit III Shading
Unit III Shading
Unit III Shading
L N(NL) L L
R = 2N(NL) - L
f f f f
Fuzzier highlight
N
L H
V
Phong Illumination
Moving Light
Change n
Putting It All Together
Single Light (white light source)
Multiple Light Source
IL: light intensity
Dark facet looks darker and lighter looks even more lighter
Smooth Shading
Need to have per-vertex normals
Gouraud Shading
Interpolate color across triangles
Fast, supported by most of the graphics accelerator
cards
Phong Shading
Interpolate normals across triangles
More accurate, but slow. Not widely supported by
hardware
Gouraud Shading
A
B
A
C
D B
D
C
Interpolated Shading - Problems