Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!wuarchive!usc!zaphod.mps.ohio-state.edu!uakari.primate.wisc.edu!dali.cs.montana.edu!masscomp!calvin!mark From: mark@calvin..westford.ccur.com (Mark Thompson) Newsgroups: comp.sys.amiga Subject: Re: Imagine's CSG Spheres Message-ID: <61601@masscomp.ccur.com> Date: 7 Jan 91 20:45:08 GMT References: <2062@beguine.UUCP> <5500044@hpfcdc.HP.COM> Sender: news@masscomp.ccur.com Reply-To: mark@calvin.westford.ccur.com (Mark Thompson) Organization: Concurrent Computer Corp. Westford MA. Lines: 26 In article <5500044@hpfcdc.HP.COM> koren@hpfcdc.HP.COM (Steve Koren) writes: >There is a common technique called "Gereaud shading" (yeah, I know I >badly mangled the spelling :-) ). It involves representing curved >surfaces as a set of polygons, and making the curved surface look >smooth by interpolating the normal vectors between centers of the >polygons. turn nit-picking mode ON....... What you are trying to describe is Phong shading, not Gouraud. In Phong shading, the averaged normal vectors at each polygon vertex are bilinearly interpolated across the polygons surface in scanline order at each pixel. Lighting calculations are then performed on that pixel based on the interpolated normal vector, the view vector, and the lighting vector(s). In Gouraud shading, the lighting calculations are only performed at the polygon vertices and then these values are interpolated rather than the normal vectors. It is far less computationally intensive but does not handle specular highlights as well as Phong. Most software based renderers today use a Phong shader where as hardware implementations usually do Gouraud shading. %~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~% % ` ' Mark Thompson % % --==* RADIANT *==-- mark@westford.ccur.com % % ' Image ` ...!{decvax,uunet}!masscomp!mark % % Productions (508)392-2480 (603)424-1829 % % % ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~