Rendering algorithm; it allows to obtain better results in comparison to Goraud shading. The lighting of a surface is calculated on every single dot.
Calculates normal separately for every pixel on the surface and also processes the relation between normal, direction of the light source and the direction of the camera's point of view. This method gives a much better surface curvature. Phong suits best for plastic materials. Though much more computationally expensive than lambert or gouraud, phong is the most popular shading method today. Developed by Bui Tuong Phong in 1973.
(which is used when FullRendering) calculates all vertices of an object as well as the color value at every pixel between. Phong shading creates the most realistic color and image quality when your model is rendered.
The best but most CPU-intensive form of shading. It allows the creation of highlights on shiny objects, and graduated colors across a single polygon. Further, it is required by certain Attributes and Texture functions, as well as required by Gases.
(v) A rendering method that uniformly adjusts the value of a surface color based on the relationship of the light source to normals calculated along each edge of the model. Unlike Gouraud shading, Phong shading allows the representation of highlights arising from specular reflection.
The Phong shading algorithm is best known for its ability to render precise, realistic specula highlights. During rendering, Phong shading achieves excellent realism by calculating the amount of light on the object at tiny points across the entire surface instead of at the vertices of the polygons. Each pixel representing the image is given its own colour based on the lighting model applied at that point. Phong shading requires much more computation for the hardware than Gouraud shading.
A method for calculating the brightness of a surface pixel by linearly interpolating points on a polygon and using the cosine of the viewing angle. Produces realistic shading.
A computation-intensive rendering technique that produces realistic highlights while smoothing edges between polygons.
Involves considerably more calculation than Flat and Gouraud Shading, but results in the most realistic shading effects.