Faster Phong shading via angular interpolation:
Gespeichert in:
Beteiligte Personen: | , |
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Format: | Buch |
Sprache: | Englisch |
Veröffentlicht: |
Amsterdam
1989
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Schriftenreihe: | Centrum voor Wiskunde en Informatica <Amsterdam> / Department of Computer Science: Report CS
89,9 |
Schlagwörter: | |
Abstract: | Abstract: "One of the most successful algorithms that brought realism in the world of 3D image generation is Phong shading. It is an algorithm for smooth shading meshes of planar polygons used to represent curved surfaces. The level of realism and depth perception that can be obtained by Phong shading is attractive for 3D CAD applications. However, too high per pixel computation costs and/or artifacts, introduced by some of the more efficient evaluation methods and apparent only when displaying moving objects, are major factors that blocked the common usage of Phong shading in highly interactive applications. In this paper we present angular interpolation for Phong shading planar polygons. Angular interpolation appears to be an efficient method that reduces artifacts when displaying moving objects. Ideally a shading algorithm imposes no need for subdivision of patches as presented by the solid modelling system Shading calculation via angular interpolation yields such an ideal algorithm. We will describe two alternative evaluation methods that trade off evaluation cost against level of accuracy. They both can handle light source and view point at arbitrary distances, but differ in level of accuracy. As a consequence these alternative evaluation methods do impose restrictions on the topology of patches and light sources. Generally, the limitations imposed by these alternative shading methods are much more liberal than the limitations on patch size imposed by the geometry. The most economic evaluation method presented can incrementally compute the colour intensity along a scanline by two additions per pixel. The methods presented are generally applicable and can easily be implemented in hardware. |
Umfang: | 18 S. |
Internformat
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100 | 1 | |a Kuijk, Alphonsus A. M. |e Verfasser |4 aut | |
245 | 1 | 0 | |a Faster Phong shading via angular interpolation |c A. A. M. Kuijk, E. H. Blake |
264 | 1 | |a Amsterdam |c 1989 | |
300 | |a 18 S. | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
490 | 1 | |a Centrum voor Wiskunde en Informatica <Amsterdam> / Department of Computer Science: Report CS |v 89,9 | |
520 | 3 | |a Abstract: "One of the most successful algorithms that brought realism in the world of 3D image generation is Phong shading. It is an algorithm for smooth shading meshes of planar polygons used to represent curved surfaces. The level of realism and depth perception that can be obtained by Phong shading is attractive for 3D CAD applications. However, too high per pixel computation costs and/or artifacts, introduced by some of the more efficient evaluation methods and apparent only when displaying moving objects, are major factors that blocked the common usage of Phong shading in highly interactive applications. In this paper we present angular interpolation for Phong shading planar polygons. Angular interpolation appears to be an efficient method that reduces artifacts when displaying moving objects. Ideally a shading algorithm imposes no need for subdivision of patches as presented by the solid modelling system | |
520 | 3 | |a Shading calculation via angular interpolation yields such an ideal algorithm. We will describe two alternative evaluation methods that trade off evaluation cost against level of accuracy. They both can handle light source and view point at arbitrary distances, but differ in level of accuracy. As a consequence these alternative evaluation methods do impose restrictions on the topology of patches and light sources. Generally, the limitations imposed by these alternative shading methods are much more liberal than the limitations on patch size imposed by the geometry. The most economic evaluation method presented can incrementally compute the colour intensity along a scanline by two additions per pixel. The methods presented are generally applicable and can easily be implemented in hardware. | |
650 | 4 | |a Approximation theory | |
650 | 4 | |a Computer graphics | |
650 | 4 | |a Image processing | |
700 | 1 | |a Blake, E. H. |e Verfasser |4 aut | |
810 | 2 | |a Department of Computer Science: Report CS |t Centrum voor Wiskunde en Informatica <Amsterdam> |v 89,9 |w (DE-604)BV008928356 |9 89,9 | |
943 | 1 | |a oai:aleph.bib-bvb.de:BVB01-006152327 |
Datensatz im Suchindex
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any_adam_object | |
author | Kuijk, Alphonsus A. M. Blake, E. H. |
author_facet | Kuijk, Alphonsus A. M. Blake, E. H. |
author_role | aut aut |
author_sort | Kuijk, Alphonsus A. M. |
author_variant | a a m k aam aamk e h b eh ehb |
building | Verbundindex |
bvnumber | BV009245988 |
ctrlnum | (OCoLC)20959362 (DE-599)BVBBV009245988 |
format | Book |
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id | DE-604.BV009245988 |
illustrated | Not Illustrated |
indexdate | 2024-12-20T09:34:59Z |
institution | BVB |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-006152327 |
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physical | 18 S. |
publishDate | 1989 |
publishDateSearch | 1989 |
publishDateSort | 1989 |
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series2 | Centrum voor Wiskunde en Informatica <Amsterdam> / Department of Computer Science: Report CS |
spelling | Kuijk, Alphonsus A. M. Verfasser aut Faster Phong shading via angular interpolation A. A. M. Kuijk, E. H. Blake Amsterdam 1989 18 S. txt rdacontent n rdamedia nc rdacarrier Centrum voor Wiskunde en Informatica <Amsterdam> / Department of Computer Science: Report CS 89,9 Abstract: "One of the most successful algorithms that brought realism in the world of 3D image generation is Phong shading. It is an algorithm for smooth shading meshes of planar polygons used to represent curved surfaces. The level of realism and depth perception that can be obtained by Phong shading is attractive for 3D CAD applications. However, too high per pixel computation costs and/or artifacts, introduced by some of the more efficient evaluation methods and apparent only when displaying moving objects, are major factors that blocked the common usage of Phong shading in highly interactive applications. In this paper we present angular interpolation for Phong shading planar polygons. Angular interpolation appears to be an efficient method that reduces artifacts when displaying moving objects. Ideally a shading algorithm imposes no need for subdivision of patches as presented by the solid modelling system Shading calculation via angular interpolation yields such an ideal algorithm. We will describe two alternative evaluation methods that trade off evaluation cost against level of accuracy. They both can handle light source and view point at arbitrary distances, but differ in level of accuracy. As a consequence these alternative evaluation methods do impose restrictions on the topology of patches and light sources. Generally, the limitations imposed by these alternative shading methods are much more liberal than the limitations on patch size imposed by the geometry. The most economic evaluation method presented can incrementally compute the colour intensity along a scanline by two additions per pixel. The methods presented are generally applicable and can easily be implemented in hardware. Approximation theory Computer graphics Image processing Blake, E. H. Verfasser aut Department of Computer Science: Report CS Centrum voor Wiskunde en Informatica <Amsterdam> 89,9 (DE-604)BV008928356 89,9 |
spellingShingle | Kuijk, Alphonsus A. M. Blake, E. H. Faster Phong shading via angular interpolation Approximation theory Computer graphics Image processing |
title | Faster Phong shading via angular interpolation |
title_auth | Faster Phong shading via angular interpolation |
title_exact_search | Faster Phong shading via angular interpolation |
title_full | Faster Phong shading via angular interpolation A. A. M. Kuijk, E. H. Blake |
title_fullStr | Faster Phong shading via angular interpolation A. A. M. Kuijk, E. H. Blake |
title_full_unstemmed | Faster Phong shading via angular interpolation A. A. M. Kuijk, E. H. Blake |
title_short | Faster Phong shading via angular interpolation |
title_sort | faster phong shading via angular interpolation |
topic | Approximation theory Computer graphics Image processing |
topic_facet | Approximation theory Computer graphics Image processing |
volume_link | (DE-604)BV008928356 |
work_keys_str_mv | AT kuijkalphonsusam fasterphongshadingviaangularinterpolation AT blakeeh fasterphongshadingviaangularinterpolation |