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Gouraud shading

 

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Gouraud shading



 
 
Gouraud shading, named after Henri Gouraud
Henri Gouraud (computer scientist)

Henri Gouraud is a France computer scientist. He is the inventor of Gouraud shading used in computer graphics.During 1964–1967, he studied at ?cole Centrale Paris....
, is a method used in computer graphics
Computer graphics

Computer graphics are graphics created by computers and, more generally, the representation and manipulation of pictorial data by a computer....
 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
Polygon

In geometry a polygon is traditionally a plane Shape that is bounded by a closed curve path or circuit, composed of a finite sequence of straight line segments ....
 surfaces without the heavy computational requirements of calculating lighting for each pixel. Gouraud first published the technique in 1971.

Principles behind the method
The basic principle behind the method is as follows: An estimate to the surface normal
Surface normal

A surface normal, or simply normal, to a Flatness is a vector which is perpendicular to that surface. A normal to a non-flat surface at a Point P on the surface is a vector perpendicular to the Tangent space to that surface at P....
 of each vertex
Vertex (geometry)

In geometry, a vertex is a special kind of point which describes the corners or intersections of geometric shapes. Vertices are commonly used in computer graphics to define the corners of surfaces in 3d models, where each such point is given as a vector....
 in a 3D model is found by averaging the surface normals of polygons which meet at each vertex.






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Encyclopedia


Gouraud shading, named after Henri Gouraud
Henri Gouraud (computer scientist)

Henri Gouraud is a France computer scientist. He is the inventor of Gouraud shading used in computer graphics.During 1964–1967, he studied at ?cole Centrale Paris....
, is a method used in computer graphics
Computer graphics

Computer graphics are graphics created by computers and, more generally, the representation and manipulation of pictorial data by a computer....
 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
Polygon

In geometry a polygon is traditionally a plane Shape that is bounded by a closed curve path or circuit, composed of a finite sequence of straight line segments ....
 surfaces without the heavy computational requirements of calculating lighting for each pixel. Gouraud first published the technique in 1971.

Principles behind the method


The basic principle behind the method is as follows: An estimate to the surface normal
Surface normal

A surface normal, or simply normal, to a Flatness is a vector which is perpendicular to that surface. A normal to a non-flat surface at a Point P on the surface is a vector perpendicular to the Tangent space to that surface at P....
 of each vertex
Vertex (geometry)

In geometry, a vertex is a special kind of point which describes the corners or intersections of geometric shapes. Vertices are commonly used in computer graphics to define the corners of surfaces in 3d models, where each such point is given as a vector....
 in a 3D model is found by averaging the surface normals of polygons which meet at each vertex. Using these estimates, lighting computations based on the Phong reflection model are then performed to produce colour intensities at the vertices. Screen pixel intensities can then be bilinearly interpolated
Bilinear interpolation

In mathematics, bilinear interpolation is an extension of linear interpolation for interpolation functions of two variables on a regular grid. The key idea is to perform linear interpolation first in one direction, and then again in the other direction....
 from the colour values calculated at the vertices. In a simpler sense, a gradient is formed in the area where the vertices meet.

Gouraud shading's strength and weakness lies in its interpolation. Interpolating colour values from three samples of expensive lighting calculations is much less processor intensive than performing that lighting calculation for each pixel, as is done in Phong shading
Phong shading

Phong shading refers to a set of techniques in 3D computer graphics. Phong shading includes a model for the reflection of light from surfaces and a compatible method of estimating pixel colors by interpolation surface normals across rasterized polygons....
. However, highly localized lighting effects (such as specular highlights
Specular highlight

A specular highlight is the bright spot of light that appears on shiny objects when illuminated . Specular highlights are important in 3D computer graphics, as they provide a strong visual cue for the shape of an object and its location with respect to light sources in the scene....
, e.g. the glint of reflected light on the surface of an apple) will not be rendered correctly, and if a highlight lies in the middle of a polygon, but does not spread to the polygon's vertex, it will not be apparent in a Gouraud rendering; conversely, if a highlight occurs at the vertex of a polygon, it will be rendered correctly at this vertex (as this is where the lighting model is applied), but will be spread unnaturally across all neighboring polygons via the interpolation method. The problem is easily spotted in a rendering which ought to have a specular highlight moving smoothly across the surface of a model as it rotates. Gouraud shading will instead produce a highlight continuously fading in and out across neighboring portions of the model, peaking in intensity when the intended specular highlight passes over a vertex of the model. (This can be improved by increasing the density of vertices in the object, or alternatively an adaptive tessellation
Tessellation

A tessellation or tiling of the plane is a collection of plane figures that fills the plane with no overlaps and no gaps. One may also speak of tessellations of the parts of the plane or of other surfaces....
 scheme might be used to increase the density only near the highlight.)

Despite the drawbacks, Gouraud shading is considered superior to flat shading, which requires significantly less processing than Gouraud, but gives low-polygon models a sharp, faceted look.

Image:Gouraud_low_anim.gif|Gouraud-shaded sphere - note the poor behaviour of the specular highlight. Image:Gouraud_high.gif|A still of the same sphere rendered with a very high polygon count.

Original publications


  • H. Gouraud, "Continuous shading of curved surfaces," IEEE Transactions on Computers
    IEEE Transactions on Computers

    The IEEE Transactions on Computers is a monthly journal published by the Institute of Electrical and Electronics Engineers Computer Society. It contains peer-reviewed articles and other contributions in the area of computer design by electrical and computer engineers....
    , C-20(6):623–629, 1971.
  • H. Gouraud, Computer Display of Curved Surfaces, Doctoral Thesis, University of Utah
    University of Utah

    The University of Utah is a public university research university in Salt Lake City, Utah. One of ten institutions that make up the Utah System of Higher Education and Utah's premier research school currently enrolls 21,526 undergraduate and 6,684 graduate student students and has 1,419 regular Faculty members....
    , USA, 1971.
  • H. Gouraud, Continuous shading of curved surfaces. In Rosalee Wolfe (editor), , ACM Press, 1998. ISBN 1-58113-052-X.


See also

  • Blinn–Phong shading model
    Blinn–Phong shading model

    The Blinn?Phong shading model is a modification to the Phong reflection model developed by Jim Blinn.Blinn-Phong is the default shading model used in OpenGL and Direct3D's fixed-function pipeline , and is carried out on each vertex as it passes down the graphics pipeline; pixel values between vertices are interpolated by Gouraud shading by...
  • Phong shading
    Phong shading

    Phong shading refers to a set of techniques in 3D computer graphics. Phong shading includes a model for the reflection of light from surfaces and a compatible method of estimating pixel colors by interpolation surface normals across rasterized polygons....