Gouraud Shading

Gouraud shading (sometimes Gouraud shading ) is a shading method in the 3D computer graphics to fill the polygon faces. It was named after its developer Henri Gouraud, the first time in 1971 it introduced.

Method

Gouraud shading parameter (eg, the color) of the displayed polygon 's corner points ( vertices ) are first calculated. In the rasterization these parameters are interpolated within the polygon in 3D space for each fragment to be generated.

In case of a normal of the surface lighting calculation of the interpolated. By interpolating faceted surfaces of an object represented appear not edgy like the flat shading, but soft. The silhouette of the object, however, remains edgy. The Gouraud shading is one of the fastest process in the 3D computer graphics for the representation of spatial objects. If non- diffuse surfaces with relatively large polygons to be displayed, the more elaborate Phong shading must be used because may be lost when Gouraud shading highlights where they would lie within a polygon.

Disadvantages of this type of interpolation are jumps in the gradient, Mach stripes and the occurrence of moire effect.

Rendered with Gouraud shading ball with inaccuracies on the sides of a polygon

A still image of the same ball, which is represented by a larger number of polygons

274596
de