Surface Attributes

Shape from shading



 
 

Two spheres, one light, two shading models


With directional light sources, the degree to which a light source contributes to the color of a surface is dependent upon the angle formed between the light vector and the surface normal for the surface in question



Flat shading using face normals

Color values are uniform across the face of each polygon, based on the orientation of the polygon relative to the light source.



Smooth shading using vertex normals

Linear (Gouraud) Shading: using the colors at each vertex normal as bounding values, color is linearly interpolated across the face each polygon.

Bilinear interpolation: linear interpolation across two dimensions

Linear shading often is supported in hardware and therefore can be very fast.



Shading Models and Interpolation of Normals

More sophisticated shading models perform more refined interpolations on surface normals in order to derive more localized shading and reflection distinctions across the surface as it is rendered. This can add significantly to the computations required for rendering.



But what about surface models?

The renderer will decompose continuous surfaces into polygonal representations of those surfaces prior to rendering.





 
 


 

Vector notation

* Lighting models and associated vector notation are discussed further in Watt






 
 
 


Image texture mapping

Texture coordinates are mapped into surface coordinates to position texture image colors on geometry.



Color Texture Map

Color texture mapping- replace color components (i.e. Kd, Ka, Ks) with colors derived from an image map


Color TextureDecal Texture


Color TextureTransparency





 
 




 
 





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This file was last modified on September 23, 2002.