13 Interpolative Shading
13 Interpolative Shading
Interpolative Shading
• Remember that most graphics hardware can only draw polygons.
• Smooth curved surface has to be polygonized in order to be displayed.
• If you shade the surface honestly using previously mentioned illumination model, you will
see ….
Assumptions:
1) An approximate normal to the original smooth surface is given, or can be computed at
each vertex by averaging the normals to the polygons sharing that vertex.
Np=(N1+N2+N3+N4)/4
• If the highlight appears in the interior of the polygon, Gouraud may fail to shade this
highlight because no highlighted intensities are recorded/calculated at the vertices.
2) Mach banding
Human visual system emphasizes intensity changes occurring at a boundary, which creates a
banding effect. The bands can be obvious if insufficient polygons are used to model area of
high curvature.
Phong Shading
• Instead of interpolating the vertex intensities, Phong interpolates vertex normal vectors.
• Solves the interior highlight problem: