
























Study with the several resources on Docsity
Earn points by helping other students or get them with a premium plan
Prepare for your exams
Study with the several resources on Docsity
Earn points to download
Earn points by helping other students or get them with a premium plan
In Introduction to Computer Graphics course we study the basic concept of the principle of computer architecture. In these lecture slides the key points are:Polygon Rendering, Shading Versus Lighting, Shading Models, Lighting Value, Normal Vector, Lighting Equation, Interior Pixel, Shading Models Compared, Constant Shading, Gouraud Shading, Flat Shading
Typology: Slides
1 / 32
This page cannot be seen from the preview
Don't miss anything!

























Polygon Rendering
each vertex using the associated normal
vector
polygon is interpolated from the color values
at the polygon’s vertices which were found in
the lighting step
vector
each vertex using the associated normal
vector
polygon we interpolate the normals at
vertices of the polygon and compute the
color using the lighting equation with the
interpolated normal at each interior pixel
Flat or Faceted
Shading: constant
intensity over
each face
Constant Shading
Gouraud Shading:
Linear Interpolation
of intensity across
triangles to
eliminate edge
discontinuity
Flat Shading
Phong Shading
Shading Models Explained (1/6:
Faceted)
surface, this creates an undesirable faceted look.
Shading Models Explained (3/6:
Gouraud cont.)
April 15, 2013 (^13)
scan line
1 I
2 I
y 1
2 y
3
1 2
1 2 1 2
2 1 y y
y y I y y
y y I I
s s a
1 3
1 3 1 3
3 1 y y
y y I y y
y y I I
s s b
b a
p a b b a
b p p a x x
x x I x x
x x I I
Shading Models Explained (4/6:
Gouraud cont.)
∆𝐼 ∆𝑦
is constant along polygon edge,
∆𝐼 ∆𝑥
is constant along scan line
Shading Models Explained (6/6: Phong
Shading)
Gouraud Phong Gouraud Phong
http://en.wikipedia.org/wiki/Gourad_shading
Phong Model: normal vector interpolation
Interpolate N rather than I
Always captures specular highlights, but computationally expensive
At each pixel, N is recomputed and normalized (requires sq. root
operation)
Then I is computed at each pixel (lighting model is more expensive
than interpolation algorithms)
This is now implemented in hardware, very fast
Looks much better than Gouraud, but still no global effects
Advanced Techniques (Shadows 2/2)
April 15, 2013 (^19)
Light
Shadow Map
By keeping the same far clipping plane, relative distances in Z are preserved
Advanced Techniques (Environment
Mapping)
sphere or cube of an object
scene from the object’s perspective
each generated by rendering the scene from the object’s POV
environment map to get texture coordinates.
Shiny metal effect using environment map.