...
首页> 外文期刊>IEEE Computer Graphics and Applications >Situation normal [Gourand and Phong shading]
【24h】

Situation normal [Gourand and Phong shading]

机译:正常情况[Gouraud和Phong底纹]

获取原文
获取原文并翻译 | 示例

摘要

Two of the most famous graphics techniques, derived from shading algorithms by Henri Gouraud and Bui Tuong Phong, have been implemented in hardware and software worldwide. Both methods use various hacks to smooth out the shading of a polygonal surface. So rather than looking like an assembly of flat slabs, a smooth-shaded model seems smoother. The sharp creases between polygons are gone, replaced by a continuous change in tone or color. But if the original polygons aren't being rendered directly, then the shading doesn't correspond to the original model. What model does it correspond to? In other words, what is the smooth surface which, when rendered accurately, has the same appearance as a Phong shaded polygonal model? Phong normal interpolation is the process of computing a point's surface normal by linear interpolation of the components of two normals at either end of a line containing that point. This normal may then be used as part of a shading equation that takes into account specular highlights in an empirical manner, Phong illumination. Throughout this article, I deal only with perfectly diffuse surfaces lit by a single light source, so Phong illumination isn't part of the discussion. We assume that the light source is conveniently located at infinity. Gourand shading means the process of interpolating a color component to find intermediate color values across a polygon. Phong shading means interpolating surface normals to find intermediate normals that we can then evaluate with respect to the light source to find a color for that point.
机译:由Henri Gouraud和Bui Tuong Phong的着色算法衍生出的两种最著名的图形技术已在全球的硬件和软件中实现。两种方法都使用各种技巧来平滑多边形表面的阴影。因此,与看起来像平板的装配体不同,平滑阴影的模型看起来更平滑。多边形之间的急剧折痕消失了,取而代之的是色调或颜色的连续变化。但是,如果未直接渲染原始多边形,则阴影与原始模型不对应。它对应什么型号?换句话说,什么是光滑表面,如果精确渲染,该表面具有与Phong阴影多边形模型相同的外观? Phong法线插值是通过对包含该点的线的两端的两个法线的分量进行线性插值来计算点的表面法线的过程。然后可以将该法线用作阴影公式的一部分,该阴影公式以经验方式(Phong照明)考虑镜面高光。在整个本文中,我仅处理由单个光源照明的完全散射的表面,因此,Phong照明不在本文讨论范围内。我们假设光源方便地位于无限远处。 Gourand阴影意味着对颜色分量进行插值以在多边形上找到中间颜色值的过程。 Phong阴影表示对表面法线进行插值以找到中间法线,然后我们可以相对于光源评估中间法线以找到该点的颜色。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号