(v) A rendering method that uniformly adjusts the value of a surface color based on the relationship of the light source to normals calculated for each vertex of the model. Gouraud shading is sometimes called smooth shading because the vertex normals allow interpolation of shading values across multiple polygons representing the facets of a curved surface.
The process of shading 3D polygons to create realistic environments. Without gouraud shading, the graphics on screen would resemble chicken wire. (4/99)
(which is the shading method used when FastRendering) determines the color value for all the vertices of a polygon. The color is then gradated between the vertices. The color of a Gouraud shaded object is based on the color of the object's polygons, and the color, position and intensity of the light sources.
Smooth interpolation of colors across a polygon or line segment. Colors are assigned at vertices and linearly interpolated across the primitive to produce a relatively smooth variation in color. Also called smooth shading.
A moderately fast shading technique that averages colors based on the adjacent polygons. In conjunction with the Smooth Adjacent function, this can make a faceted sphere seem completely smooth.
The process of shading by use of colour interpolation based on distance from the 3 vertices. This produces a smooth shading and polygons which are usually lighter in their middle, gradually blending to a darker colour at their edges.
This method analyzes the color at each corner of the triangle and takes an average of the colors where the corners meet. This causes the triangles to "bleed"...
A method of hiding the boundaries between polygons by modulating the light intensity across each one in a polygon mesh.
Also called "smooth shading." Rendering a polygon with smoothly changing color across its face. Each vertex can have a unique color that is blended evenly across the polygon. Reduces "banding," or abrupt color changes, and enhances realism.
A rendering algorithm that provides more detail. It averages color information from adjacent faces to create colors. It is more realistic than flat shading, but less realistic than Phong shading or ray-tracing. The hotkey in Blender is CTRL-Z.
A method of shading polygons smoothly based on the intensities at their vertices. The color is uniformly interpolated along each edge, and then the edge values are uniformly interpolated along each scan line. For realistic shading, colors should be gamma corrected.
Gouraud shading, named after Henri Gouraud, is a method used in computer graphics to simulate the differing effects of light and colour across the surface of an object. In practice, Gouraud shading is used to achieve smooth lighting on low-polygon surfaces without the heavy computational requirements of calculating lighting for each pixel. Gouraud first published the technique in 1971.