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gouraud shading : ウィキペディア英語版
gouraud shading

Gouraud shading, named after Henri Gouraud, is an interpolation method used in computer graphics to produce continuous shading of surfaces represented by polygon meshes. In practice, Gouraud shading is most often used to achieve continuous lighting on triangle surfaces by computing the lighting at the corners of each triangle and linearly interpolating the resulting colours for each pixel covered by the triangle. Gouraud first published the technique in 1971.
== Description ==
Gouraud shading works as follows: An estimate to the surface normal of each vertex 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 Phong reflection model, are then performed to produce colour intensities at the vertices. For each screen pixel that is covered by the polygonal mesh, colour intensities can then be interpolated from the colour values calculated at the vertices.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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