Illumination and Shading
[prev][next]
Subpages: [0] [1] [2]

Phong Shading

where Pa, Pb, Pc are pixels covered by this polygon

(approximation to curved surface)
Ideally: shade from normals of curved surface

Approximate with normals interpolated between vertex normals:
Na = | Pa - P0 | / | P1 - P0 | N1 + | P1 - Pa | / | P1 - P0 | N0


Subpages: [0] [1] [2]
[prev][next]
Made by dynaPage 0.2