What is 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 meshes 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. However, enhanced hardware support for superior shading models has yielded Gouraud shading largely obsolete in modern rendering.
How you will benefit
(I) Insights, and validations about the following topics:
Chapter 1: Gouraud shading
Chapter 2: Phong shading
Chapter 3: Phong reflection model
Chapter 4: Per-pixel lighting
Chapter 5: Vertex normal
Chapter 6: Rendering (computer graphics)
Chapter 7: Shader
Chapter 8: Computer graphics lighting
Chapter 9: Polygonal modeling
Chapter 10: Vertex (computer graphics)
(II) Answering the public top questions about gouraud shading.
(III) Real world examples for the usage of gouraud shading in many fields.
Who this book is for
Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of 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 meshes 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. However, enhanced hardware support for superior shading models has yielded Gouraud shading largely obsolete in modern rendering.
How you will benefit
(I) Insights, and validations about the following topics:
Chapter 1: Gouraud shading
Chapter 2: Phong shading
Chapter 3: Phong reflection model
Chapter 4: Per-pixel lighting
Chapter 5: Vertex normal
Chapter 6: Rendering (computer graphics)
Chapter 7: Shader
Chapter 8: Computer graphics lighting
Chapter 9: Polygonal modeling
Chapter 10: Vertex (computer graphics)
(II) Answering the public top questions about gouraud shading.
(III) Real world examples for the usage of gouraud shading in many fields.
Who this book is for
Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of Gouraud Shading.
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