POLYGON RENDERING METHODS
RENDERING means giving proper intensity at each point in a graphical object to make it look like real world object.
Different Rendering Methods are
Constant Intensity Shading. Gouraud Shading.
Phong Shading.
Fast Phong Shading.
CONSTANT INTENSITY SHADING
Also Called Flat Shading Fast and Simple Method A single intensity is calculated for each polygon(
in the polygon-mesh)
All points in the surface of polygon are displayed
with the same intensity value.
N1 N3
N4
N2
For Getting Good Results Through Constant Intensity Shading
Object is a polyhedron. Light sources illuminating the object are
sufficiently far from the surface
The viewing position is sufficiently far from
the surface.
GOURAUD SHADING
Intensity interpolation scheme developed by
Gouraud.
Represents a polygon surface by linearly interpolating
intensity across the polygon surface.
Intensity values for each polygon are matched with
adjacent polygon along common edges.
Eliminates the intensity discontinuity that can occur in flat
shading.
Polygon surface is represented by the following calculations:
1. Determine the average unit vector at each
polygon vertex.
2. Apply an illumination model to each vertex to
calculate the vertex intensity.
3. Linearly interpolate the vertex intensities over
the surface of the polygon.
5 p
Advantages
It removes intensity discontinuities associated with flat
shading. Disadvantages
Highlights on the surface are sometimes displayed in
irregular shapes.
Linear intensity interpolation can cause intensity stripe
called Mach bands, to appear on the surface.
Phong Shading
Normal Vector Interpolation Shading Developed by Phong Bui Tuong
Accurate method
Displays more realistic highlights Reduces Mach band effect Interpolate normal vectors and then apply illumination
Polygon surface is rendered using the following steps :
Determine the average unit normal vector at each
polygon vertex
Linearly interpolate the vertex normals over the
surface of the polygon
Apply an illumination model along each scan line to
calculate projected pixel intensities for the surface points
Interpolation of surface normals along a polygon edge
N1 N3
Scan line
N2
Advantages n Disadvantages
Adv. Intensity calculations produce more accurate results Displays more realistic highlights on the surface Greatly reduces the Mach-band effect. [The Mach band effect exaggerates the change in intensity at any boundary where there is a discontinuity in magnitude or slope of intensity.] Dis adv. Requires more calculations
Fast Phong Shading
It is a goal of any one writing
a 3D engine.
Phong shading is still
common in 3D system.
It is faster and easier way to
approximate the intensity calculation.
Phong shading is more realistic than Gouraud
shading, but requires more computation.
Phong shading using differences takes about six
to seven time longer than Gouraud shading.
Limitations in the normal phong shading lead to
the development of fast-phong shading
technique.
Fast Phong Shading
Surface Rendering can be speeded up by using
approximations in the illumination-model
calculations of normal vectors.
It approximates the intensity calculations using a
Taylor-series expansion and triangular surface patches.
Rendering is faster than the normal Phong shading.