0% found this document useful (0 votes)
51 views36 pages

Chapter 8 _shading-Models

Chapter 8 discusses various shading models used in computer graphics, including Constant, Faceted, Gouraud, and Phong shading. Each model has distinct characteristics and implications for visual quality, with Phong shading providing the most realistic results at a higher computational cost. The chapter emphasizes the importance of interpolation methods for accurate lighting and rendering of polygons.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
51 views36 pages

Chapter 8 _shading-Models

Chapter 8 discusses various shading models used in computer graphics, including Constant, Faceted, Gouraud, and Phong shading. Each model has distinct characteristics and implications for visual quality, with Phong shading providing the most realistic results at a higher computational cost. The chapter emphasizes the importance of interpolation methods for accurate lighting and rendering of polygons.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
You are on page 1/ 36

Chapter 8

Shading Models
3D Viewing Pipeline Primitives
Object space
Modeling Transformation
World space
Viewing Transformation
Camera space

Hidden Surface Removal

Lighting & Shading

3D-Clipping

Projection
Normalized view space
Scan conversion, Hiding
Image space,
2 Computer Graphics Device coordinates April 11, 2025
Image
Viewing Models
Need for different models
Light Models: To take care of Light, its intensity
and effect on different textures.
Shading Models: To take care of type of surface –
its shape, texture etc. and rendering the intensity at
every point of the surface.
Colour Models: Various colour schemes present
to represent the calculated intensities on your
computer.

3 Computer Graphics April 11, 2025


Shading Models
 Shading Models: We have an illumination model for given
point on a surface and every point on the surface is unique.
 Should we calculate intensity of light at all points of the
object?
 If our surface is defined as mesh of polygons, which point
should be used?

4 Computer Graphics April 11, 2025


Shading Models
 Keep in mind:
 It’s a fairly expensive calculation

Several possible answers, each with different implications


for the visual quality of the result
 Three common techniques are
 Constant shading (No Shading)
 Faceted shading
 Gouraud shading
 Phong shading
 Shading models dictate how often the color computation is
performed.

5 Computer Graphics April 11, 2025


SHADING METHODS
POLYGON RENDERING METHODS

INTERPOLATION SHADING
CONSTANT SHADING FACETED SHADING Used for polyhedron-mesh
Is used for objects defined as
No Shading approximation of curved surfaces
polyhedral.

GOURAUD SHADING PHONG SHADING


Interpolate intensity Interpolate surface normal

6 Computer Graphics April 11, 2025


CONSTANT SHADING

Effects of
different
shading
techniques
FACETED SHADING INTERPOLATION SHADING

GOURAUD SHADING PHONG SHADING

7 Computer Graphics April 11, 2025


OBJECT MODEL

Effects of
different
shading
techniques
FACETED SHADING INTERPOLATION SHADING

GOURAUD SHADING PHONG SHADING

8 Computer Graphics April 11, 2025


Shading Models
 We will start to look at shading or rendering methods
commonly used in computer graphics
Constant surface shading/rendering
Faceted surface shading/rendering
Gouraud surface shading/rendering
Phong surface shading/rendering

9 Computer Graphics April 11, 2025


Contents

1. Constant Intensity Shading


2. Faceted Shading
3. Gouraud Shading
4. Phong and Fast Phong Shading
Constant Intensity Shading
 Constant intensity shading also refer to as no shading.
 It is done by giving same color to every polygon in the
object.
 Thus entire object is painted with the same color.
 It is the simplest, but not realistic.

11 Computer Graphics April 11, 2025


Contents

1. Constant Intensity Shading


2. Faceted Shading
3. Gouraud Shading
4. Phong and Fast Phong Shading
Faceted Shading
 Also known as flat shading or fast shading it is an
extension to Constant intensity shading.
 The entire object is divided into number of polygons
surfaces called facets.
 Determine the orientation of each facet and does one color
computation for each polygon or facet.
 It is simple, fast (?) and produce better results than no
shading.

13 Computer Graphics April 11, 2025


Faceted Shading

Original Faceted Shaded


 Just add lots and lots of polygons – however, this is SLOW!

14 Computer Graphics April 11, 2025


Faceted Shading
 Still it is not realistic as
 For point sources, the direction to light varies across the facet
 For specular reflectance, direction to eye varies across the facet

 We have to determine the orientation of each facet we have


to find the normal for each facet. This approximation
effect the result.

15 Computer Graphics April 11, 2025


Faceted Shading
 To determine the orientation of each facet we introduce
vertex normal at each vertex
 Usually different from facet normal
 Used only for shading
 Think of as a better approximation of the real surface that the
polygons approximate

16 Computer Graphics April 11, 2025


Faceted Shading
Vertex normals may be
Approximated by averaging the normals of the facets
that share the vertex
Provided with the model

17 Computer Graphics April 11, 2025


Faceted Shading
 It is very useful for quickly displaying the general
appearance of surfaces
 It is more applicable when
the object must be polyhedron and not an approximation
of an object with a curved surface.
All light sources illuminating the object are sufficiently
far from the surface so that N.L and the attenuation
functions are constant over the surface.
The viewing position is sufficiently far from the surface
so that V.R is constant over the surface.

18 Computer Graphics April 11, 2025


Contents

1. Constant Intensity Shading


2. Faceted Shading
3. Gouraud Shading
4. Phong and Fast Phong Shading
Gouraud Shading
 Gouraud surface shading was developed in the 1970s by
Henri Gouraud while working at the University of Utah
along with Ivan Sutherland and David Evans
 Often also called intensity-interpolation surface
rendering
 This is the most common approach
 Intensity levels are calculated at each vertex
 Linearly interpolate the resulting colors over faces
 Along edges
 Along scanlines

20 Computer Graphics April 11, 2025


Gouraud Shading
 To render a polygon, Gouraud surface rendering proceeds
as follows:
1. Determine the average unit normal vector at each vertex
of the polygon
2. Apply an illumination model at each polygon vertex to
obtain the light intensity at that position
3. Linearly interpolate the vertex intensities over the
projected area of the polygon

21 Computer Graphics April 11, 2025


Gouraud Shading
Step 1: Determine the average unit normal vector at each vertex of the polygon

 The average unit normal


N1
vector at v is given as:
N1  N 2  N 3  N 4
Nv Nv 
v
N1  N 2  N 3  N 4
N4 N2
 or more generally:
n

N3
N i
Nv  i 1
n

N
i 1
i

22 Computer Graphics April 11, 2025


Gouraud Shading
Step 2: Apply an illumination model at each polygon vertex
I2  You have to apply the
N1
illumination model to take of
 ambient light
I1 Nv  Diffuse reflection
I  Specular reflection
v
N4 N2  Transparency (Refraction)

N3
I4
I3

23 Computer Graphics April 11, 2025


Gouraud Shading
Step 3: Linearly interpolate the vertex intensities over the projected area of
the polygon along edges and along scan lines

y y4  y2 y1  y4
3
I4  I1  I2
y1  y2 y1  y2

1 y5  y 2 y3  y5
I5  I3  I2
Scan-line y3  y 2 y3  y 2
4 p 5
x5  x p x p  x4
Ip  I4  I5
x5  x4 x5  x4
2
24 Computer Graphics x April 11, 2025
Gouraud Shading

Original Gouraud Shaded

25 Computer Graphics April 11, 2025


Gouraud Shading
 Objects shaded with Gouraud shading often appears
dull, chalky
 Lacks accurate specular component
 If included, will be averaged over entire polygon

C1

C3

C2 Can’t shade that effect!

26 Computer Graphics April 11, 2025


Gouraud Shading
 Gouraud shading can introduce anomalies known as
Mach bands
 Mach banding
 Artifact at discontinuities in intensity or intensity slope
C1

C4
C3

C2

Discontinuity in rate
27 Computer Graphics of color change
April 11, 2025
occurs here
Contents

1. Constant Intensity Shading


2. Faceted Shading
3. Gouraud Shading
4. Phong and Fast Phong Shading
Phong Shading
 A more accurate interpolation based approach for rendering
a polygon was developed by Phong Bui Tuong
 Basically the Phong surface rendering model interpolates
normal vectors instead of intensity values and then
compute the actual intensity value using Phong Lighting
Model.
 Often also called normal or vector – interpolation
surface rendering

29 Computer Graphics April 11, 2025


Phong Shading
Phong shading is not the same as Phong lighting,
though they are sometimes mixed up
Phong lighting: the empirical model we’ve been discussing
to calculate illumination at a point on a surface
Phong shading: linearly interpolating the surface normal
across the facet, applying the Phong lighting model at every
pixel

   
#lights
I i  k d Nˆ Lˆi  k s Vˆ Rˆ i 
nshiny
I total k a I ambient  
i 1  

30 Computer Graphics April 11, 2025


Phong Shading
 To render a polygon, Phong surface rendering proceeds as
follows:
1. Determine the average unit normal vector at each
vertex of the polygon
2. Linearly interpolate the vertex normals over the
projected area of the polygon
3. Apply an illumination model at positions along scan
lines to calculate pixel intensities using the
interpolated normal vectors

31 Computer Graphics April 11, 2025


Phong Shading
Interpolating Normal

N3
y4  y2 y1  y4
N1 N4  N1  N2
y1  y2 y1  y2
y5  y 2 y3  y5
N5  N3  N2
N4 y3  y 2 y3  y 2
Np
Scan line
p N5
y p  y5 y4  y p
Np  N4  N5
y 4  y5 y 4  y5
N2
32 Computer Graphics April 11, 2025
Phong Shading
 Phong shading accept the same input as Gouraud shading
and produce very smooth-looking results.

 Phong shading is considerably more expensive.

 Phong shading is much slower than Gouraud shading as the


lighting model is revaluated so many times

 However, there are fast Phong surface rendering


approaches that can be implemented iteratively.

33 Computer Graphics April 11, 2025


Phong Shading Examples

34 Computer Graphics April 11, 2025


Phong Shading Examples

35 Computer Graphics April 11, 2025


Summary
For realistic rendering of polygons we need
interpolation methods to determine lighting
positions
Flat shading is fast, but unrealistic
Gouraud shading is better, but does not handle
specular reflections very well
Phong shading is better still, but can be slow

36 Computer Graphics April 11, 2025

You might also like