Phong shading is one of the best known, and at the same time simplest techniques to arrive at realistic images whem rendering 3D geometric models. However, despite (or maybe due to) its success and its widespread use, some aspects remain to be clarified with respect to its validity and robustness. This might be caused by the fact that the Phong method is based on geometric arguments, illumination models, and clever heuristics. In this article we address some of the fundamentals that underlie Phong shading, such as the computation of vertex normals for nonmanifold models and the adequacy of linear interpolation and we apply a new interpolation technique to achieve an efficient and qualitatively improve result
Visual realism in computer-generated images is an important goal for many computer applications. How...
Computer image generation systems often represent curved surfaces as a mesh of planar polygons that ...
Independent interpolation of local surface patches and local normal patches is an efficient way for ...
Phong shading is one of the best known, and at the same time simplest techniques to arrive at realis...
Almost all graphics architectures today support Gouraud shading, linear color interpolation between ...
One of the most successful algorithms that brought realism to the world of 3D image generation is Ph...
In the real-time 3D graphics pipeline framework, rendering quality greatly depends on illumination a...
Phongs illumination model requires unit length vectors. The surface normal has to be normalized due ...
Computer image generation systems often represent curved surfaces as a mesh of polygons that are sha...
The purpose of this paper is to show that linear interpolation of quaternions can be used for true P...
In the classical shading algorithm according to Phong, the normal is interpolated across the scanlin...
Shading is a technique that is used in computer graphics to make faceted objects appear smooth and m...
Recently, non-Lambertian models for perspective shape from shading (PSFS) have received attention in...
Gouraud shading and Phong shading are widely used interpolation methods to render a polygon mesh of ...
Quadratic shading has been proposed as a technique giving better results than Gouraud shading, but w...
Visual realism in computer-generated images is an important goal for many computer applications. How...
Computer image generation systems often represent curved surfaces as a mesh of planar polygons that ...
Independent interpolation of local surface patches and local normal patches is an efficient way for ...
Phong shading is one of the best known, and at the same time simplest techniques to arrive at realis...
Almost all graphics architectures today support Gouraud shading, linear color interpolation between ...
One of the most successful algorithms that brought realism to the world of 3D image generation is Ph...
In the real-time 3D graphics pipeline framework, rendering quality greatly depends on illumination a...
Phongs illumination model requires unit length vectors. The surface normal has to be normalized due ...
Computer image generation systems often represent curved surfaces as a mesh of polygons that are sha...
The purpose of this paper is to show that linear interpolation of quaternions can be used for true P...
In the classical shading algorithm according to Phong, the normal is interpolated across the scanlin...
Shading is a technique that is used in computer graphics to make faceted objects appear smooth and m...
Recently, non-Lambertian models for perspective shape from shading (PSFS) have received attention in...
Gouraud shading and Phong shading are widely used interpolation methods to render a polygon mesh of ...
Quadratic shading has been proposed as a technique giving better results than Gouraud shading, but w...
Visual realism in computer-generated images is an important goal for many computer applications. How...
Computer image generation systems often represent curved surfaces as a mesh of planar polygons that ...
Independent interpolation of local surface patches and local normal patches is an efficient way for ...