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Gouraud shading

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636:, e.g. the glint of reflected light on the surface of an apple) will not be rendered correctly, and if a highlight lies in the middle of a polygon, but does not spread to the polygon's vertex, it will not be apparent in a Gouraud rendering; conversely, if a highlight occurs at the vertex of a polygon, it will be rendered correctly at this vertex (as this is where the lighting model is applied), but will be spread unnaturally across all neighboring polygons via the interpolation method. 655: 667: 168: 492: 66: 25: 296: 631:
In comparison to Phong shading, Gouraud shading's strength and weakness lies in its interpolation. If a mesh covers more pixels in screen space than it has vertices, interpolating colour values from samples of expensive lighting calculations at vertices is less processor intensive than performing the
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The problem is easily spotted in a rendering which ought to have a specular highlight moving smoothly across the surface of a model as it rotates. Gouraud shading will instead produce a highlight continuously fading in and out across neighboring portions of the model, peaking in intensity when the
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in a polygonal 3D model is either specified for each vertex or found by averaging the surface normals of the polygons that meet at each vertex. Using these estimates, lighting computations based on a reflection model, e.g. the
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covered by the triangle. Gouraud first published the technique in 1971. However, enhanced hardware support for superior shading models has yielded Gouraud shading largely obsolete in modern rendering.
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as a perspective correct alternative to linear interpolation. Both the linear and hyperbolic variants of interpolation of colors from vertices to pixels are commonly called "Gouraud shading".
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Gouraud's original paper described linear color interpolation. In 1992, Blinn published an efficient algorithm for hyperbolic interpolation that is used in
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lighting calculation for each pixel as in Phong shading. However, highly localized lighting effects (such as
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intended specular highlight aligns with a vertex of the model. While this problem can be fixed by
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Gouraud, Henri (1998). "Continuous shading of curved surfaces". In Rosalee Wolfe (ed.).
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Any linear interpolation of intensity causes derivative discontinuities which triggers
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A Gouraud-shaded sphere-like mesh - note the poor behaviour of the specular highlight.
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of this approach will favour switching to a more detailed shading model.
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that is covered by the polygonal mesh, colour intensities can then be
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Another sphere-like mesh rendered with a very high polygon count
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by computing the lighting at the corners of each triangle and
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Seminal Graphics: Pioneering efforts that shaped the field
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Gouraud shading works as follows: An estimate to the
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Computer Display of Curved Surfaces, Doctoral Thesis
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Unsourced material may be challenged and removed. 799: 624:and requires significantly less processing than 698:, a common visual artifact of Gouraud shading. 472: 8: 53:Learn how and when to remove these messages 620:Gouraud shading is considered superior to 479: 465: 294: 281: 628:, but usually results in a faceted look. 270:Learn how and when to remove this message 252:Learn how and when to remove this message 150:Learn how and when to remove this message 16:Interpolation method in computer graphics 734: 732: 607: 604:Comparison with other shading techniques 490: 833:IEEE Computer Graphics and Applications 758:"Continuous shading of curved surfaces" 728: 650: 495:Gouraud-shaded triangle mesh using the 389: 333: 302: 284: 86:Please improve this article by adding 7: 190:adding citations to reliable sources 678:Linear vs. hyperbolic interpolation 642:increasing the density of vertices 14: 708:List of common shading algorithms 644:in the object, at some point the 34:This article has multiple issues. 665: 653: 507: 166: 64: 23: 567:the resulting colours for each 177:needs additional citations for 42:or discuss these issues on the 765:IEEE Transactions on Computers 1: 827:Blinn, James F. (July 1992). 745:(Thesis). University of Utah. 88:secondary or tertiary sources 882:Computer graphics algorithms 713:Blinn–Phong reflection model 555:of surfaces represented by 398:Computer-generated imagery 898: 829:"Hyperbolic Interpolation" 777:10.1109/T-C.1971.223313 756:Gouraud, Henri (1971). 739:Gouraud, Henri (1971). 845:10.1109/MCG.1992.10028 617: 590:Phong reflection model 565:linearly interpolating 551:to produce continuous 499: 497:Phong reflection model 382:Virtual cinematography 286:Three-dimensional (3D) 75:relies excessively on 611: 494: 347:Computer-aided design 186:improve this article 646:diminishing returns 634:specular highlights 616:and Gouraud shading 448:Global illumination 372:Virtual engineering 618: 500: 549:computer graphics 489: 488: 288:computer graphics 280: 279: 272: 262: 261: 254: 236: 201:"Gouraud shading" 160: 159: 152: 134: 99:"Gouraud shading" 57: 889: 857: 856: 824: 818: 817: 805: 795: 789: 788: 762: 753: 747: 746: 736: 669: 657: 536: 530: 529: 526: 525: 522: 519: 516: 513: 481: 474: 467: 453:Volume rendering 443:Crowd simulation 428:Wire-frame model 401: 298: 282: 275: 268: 257: 250: 246: 243: 237: 235: 194: 170: 162: 155: 148: 144: 141: 135: 133: 92: 68: 60: 49: 27: 26: 19: 897: 896: 892: 891: 890: 888: 887: 886: 877:Virtual reality 862: 861: 860: 826: 825: 821: 814: 797: 796: 792: 760: 755: 754: 750: 738: 737: 730: 726: 704: 692: 680: 673: 670: 661: 658: 606: 577: 561:triangle meshes 547:method used in 539:), named after 534: 510: 506: 503:Gouraud shading 485: 433:Texture mapping 399: 377:Virtual reality 287: 276: 265: 264: 263: 258: 247: 241: 238: 195: 193: 183: 171: 156: 145: 139: 136: 93: 91: 85: 81:primary sources 69: 28: 24: 17: 12: 11: 5: 895: 893: 885: 884: 879: 874: 864: 863: 859: 858: 819: 812: 790: 771:(6): 623–629. 748: 727: 725: 722: 721: 720: 715: 710: 703: 700: 691: 688: 679: 676: 675: 674: 671: 664: 662: 659: 652: 612:Comparison of 605: 602: 581:surface normal 576: 573: 557:polygon meshes 487: 486: 484: 483: 476: 469: 461: 458: 457: 456: 455: 450: 445: 440: 438:Motion capture 435: 430: 425: 420: 419: 418: 413: 403: 392: 391: 390:Related topics 387: 386: 385: 384: 379: 374: 369: 364: 362:Visual effects 359: 354: 352:Graphic design 349: 344: 336: 335: 331: 330: 329: 328: 323: 318: 313: 305: 304: 300: 299: 291: 290: 278: 277: 260: 259: 174: 172: 165: 158: 157: 72: 70: 63: 58: 32: 31: 29: 22: 15: 13: 10: 9: 6: 4: 3: 2: 894: 883: 880: 878: 875: 873: 870: 869: 867: 854: 850: 846: 842: 838: 834: 830: 823: 820: 815: 813:1-58113-052-X 809: 806:. ACM Press. 804: 803: 794: 791: 786: 782: 778: 774: 770: 766: 759: 752: 749: 744: 743: 735: 733: 729: 723: 719: 718:Phong shading 716: 714: 711: 709: 706: 705: 701: 699: 697: 689: 687: 685: 677: 668: 663: 656: 651: 649: 647: 643: 637: 635: 629: 627: 626:Phong shading 623: 615: 610: 603: 601: 599: 595: 591: 586: 582: 574: 572: 570: 566: 562: 558: 554: 550: 546: 545:interpolation 542: 541:Henri Gouraud 538: 537: 528: 504: 498: 493: 482: 477: 475: 470: 468: 463: 462: 460: 459: 454: 451: 449: 446: 444: 441: 439: 436: 434: 431: 429: 426: 424: 421: 417: 414: 412: 409: 408: 407: 404: 402: 396: 395: 394: 393: 388: 383: 380: 378: 375: 373: 370: 368: 367:Visualization 365: 363: 360: 358: 355: 353: 350: 348: 345: 343: 340: 339: 338: 337: 332: 327: 324: 322: 319: 317: 314: 312: 309: 308: 307: 306: 301: 297: 293: 292: 289: 283: 274: 271: 256: 253: 245: 234: 231: 227: 224: 220: 217: 213: 210: 206: 203: –  202: 198: 197:Find sources: 191: 187: 181: 180: 175:This article 173: 169: 164: 163: 154: 151: 143: 140:February 2014 132: 129: 125: 122: 118: 115: 111: 108: 104: 101: –  100: 96: 95:Find sources: 89: 83: 82: 78: 73:This article 71: 67: 62: 61: 56: 54: 47: 46: 41: 40: 35: 30: 21: 20: 839:(4): 89-94. 836: 832: 822: 801: 793: 768: 764: 751: 741: 693: 681: 638: 630: 622:flat shading 619: 614:flat shading 598:interpolated 594:screen pixel 578: 502: 501: 334:Primary uses 303:Fundamentals 266: 248: 239: 229: 222: 215: 208: 196: 184:Please help 179:verification 176: 146: 137: 127: 120: 113: 106: 94: 74: 50: 43: 37: 36:Please help 33: 575:Description 357:Video games 866:Categories 724:References 696:Mach bands 690:Mach bands 423:3D display 242:March 2012 212:newspapers 110:newspapers 77:references 39:improve it 853:207973430 785:123827991 406:Animation 342:3D models 321:Rendering 45:talk page 702:See also 583:of each 543:, is an 416:skeletal 411:computer 326:Printing 316:Scanning 311:Modeling 872:Shading 553:shading 226:scholar 124:scholar 851:  810:  783:  585:vertex 228:  221:  214:  207:  199:  126:  119:  112:  105:  97:  849:S2CID 781:S2CID 761:(PDF) 569:pixel 400:(CGI) 233:JSTOR 219:books 131:JSTOR 117:books 808:ISBN 769:C-20 684:GPUs 533:goo- 205:news 103:news 841:doi 773:doi 535:ROH 188:by 79:to 868:: 847:. 837:12 835:. 831:. 779:. 767:. 763:. 731:^ 524:oʊ 515:uː 90:. 48:. 855:. 843:: 816:. 787:. 775:: 527:/ 521:r 518:ˈ 512:ɡ 509:/ 505:( 480:e 473:t 466:v 273:) 267:( 255:) 249:( 244:) 240:( 230:· 223:· 216:· 209:· 182:. 153:) 147:( 142:) 138:( 128:· 121:· 114:· 107:· 84:. 55:) 51:(

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