Module-V - Illumination Shading Model
Module-V - Illumination Shading Model
Deepika Sahu
Asst. Professor
CSE
Illumination Model/ Light Model/ Shading
Model
• It is used to calculate the intensity of light that we should
see at a given point on the surface of an object.
Step 2:
• After finding the vertex normal at each vertex we
can determine the intensity at the vertices from a
lighting model.
Gouraud Shading
Step 3:
• For each scan line, the intensity at the intersection of the
scan line with a polygon edge is linearly interpolated from
the intensities at the edge end points.
• Use a fast method for obtaining the intensity at point 4 by
interpolating between the intensities of point 1(I1) and
point 2(I2) using only the vertical displacement.
Linear Interpolation
Disadvantages:
• Needs more calculations.
Fast Phong Shading
• Speed up surface rendering with phong shading by
using approximations in the illumination model
calculations of normal vectors.
• It approximates the intensity calculation using a
Taylor series expansion and triangular surface
patches.
• Express surface normal N at any point (x,y) over a
triangle as: N = Ax + By + C
where A, B, C are determined from the three vertex
equations:
Nk = Axk + Byk + C, k = 1,2,3 with (xk,yk) denotes a
vertex position.
Fast Phong Shading
• We can write the calculation for light-source
diffuse reflection from a surface point (x,y) as:
Nk = Axk + Byk + C, k = 1,2,3 with (xk,yk) denotes a
vertex position.
Fast Phong Shading
• We can express the denominator as a Taylor-series
expansion and retain terms up to second degree in
x and y which yields
I diff(x,y) = T5x2 + Tyxy + T3y2 + T2x + T1y + To
• Using forward differences we can evaluate this
equation with only two additions for each pixel
position (x,y) once the initial forward difference
parameters have been evaluated.
• Normal Phong shading does 6 times more
calculations than Gouraud Shading whereas Fast
Phong Shading takes twice of Gouraud Shading
only.