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Phong shading : ウィキペディア英語版 | Phong shading
Phong shading refers to an interpolation technique for surface shading in 3D computer graphics. It is also called Phong interpolation or normal-vector interpolation shading. Specifically, it interpolates surface normals across rasterized polygons and computes pixel colors based on the interpolated normals and a reflection model. ''Phong shading'' may also refer to the specific combination of Phong interpolation and the Phong reflection model. == History == Phong shading and the Phong reflection model were developed at the University of Utah by Bui Tuong Phong, who published them in his 1973 Ph.D. dissertation.〔B. T. Phong, Illumination for computer generated pictures, ''Communications of ACM'' 18 (1975), no. 6, 311–317.〕〔University of Utah School of Computing, http://www.cs.utah.edu/school/history/#phong-ref〕 Phong's methods were considered radical at the time of their introduction, but have since become the de facto baseline shading method for many rendering applications. Phong's methods have proven popular due to their generally efficient use of computation time per rendered pixel.
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