Computer image generation systems often represent curved surfaces as a mesh of polygons that are shaded to restore a smooth appearance. Phong shading is a well known algorithm for producing a realistic shading but it has not been used by real-time systems because of the 3 additions, 1 division and 1 square root required per pixel for its evaluation. We describe a new formulation for Phong shading that reduces the amount of computation per pixel to only 2 additions for simple Lambertian reflection and 5 additions and 1 memory reference for Phong's complete reflection model. We also show how to extend our method to compute the specular component with the eye at a finite distance from the scene rather than at infinity as is usually assumed. Th...
Almost all graphics architectures today support Gouraud shading, linear color interpolation between ...
Phong shading is one of the best known, and at the same time simplest techniques to arrive at realis...
Recently, non-Lambertian models for perspective shape from shading (PSFS) have received attention in...
One of the most successful algorithms that brought realism to the world of 3D image generation is Ph...
Computer image generation systems often represent curved surfaces as a mesh of planar polygons that ...
Quadratic shading has been proposed as a technique giving better results than Gouraud shading, but w...
Gouraud shading and Phong shading are widely used interpolation methods to render a polygon mesh of ...
Shading is a technique that is used in computer graphics to make faceted objects appear smooth and m...
Abstract. Shape from Shading (SfS) is one of the oldest problems in image analysis that is modelled ...
Visual realism in computer-generated images is an important goal for many computer applications. How...
Hardware graphics accelerators are becoming programmable at the vertex processing and the fragment p...
The new approaching for Phong shading method speed increasing is presented in given paper. According...
In the real-time 3D graphics pipeline framework, rendering quality greatly depends on illumination a...
On devices without battery consuming and specialized hardware for rendering, it is important to impr...
Figure 1 . Phong-illuminated teapot with shininess exponent α = 50. Blue color is used to visualize ...
Almost all graphics architectures today support Gouraud shading, linear color interpolation between ...
Phong shading is one of the best known, and at the same time simplest techniques to arrive at realis...
Recently, non-Lambertian models for perspective shape from shading (PSFS) have received attention in...
One of the most successful algorithms that brought realism to the world of 3D image generation is Ph...
Computer image generation systems often represent curved surfaces as a mesh of planar polygons that ...
Quadratic shading has been proposed as a technique giving better results than Gouraud shading, but w...
Gouraud shading and Phong shading are widely used interpolation methods to render a polygon mesh of ...
Shading is a technique that is used in computer graphics to make faceted objects appear smooth and m...
Abstract. Shape from Shading (SfS) is one of the oldest problems in image analysis that is modelled ...
Visual realism in computer-generated images is an important goal for many computer applications. How...
Hardware graphics accelerators are becoming programmable at the vertex processing and the fragment p...
The new approaching for Phong shading method speed increasing is presented in given paper. According...
In the real-time 3D graphics pipeline framework, rendering quality greatly depends on illumination a...
On devices without battery consuming and specialized hardware for rendering, it is important to impr...
Figure 1 . Phong-illuminated teapot with shininess exponent α = 50. Blue color is used to visualize ...
Almost all graphics architectures today support Gouraud shading, linear color interpolation between ...
Phong shading is one of the best known, and at the same time simplest techniques to arrive at realis...
Recently, non-Lambertian models for perspective shape from shading (PSFS) have received attention in...