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This article lists common shading algorithms used in computer graphics. Interpolation techniques. These techniques can be combined with any illumination model:
In comparison to Phong shading, Gouraud shading's strength and weakness lies in its interpolation. If a mesh covers more pixels in screen space than it has vertices, interpolating colour values from samples of expensive lighting calculations at vertices is less processor intensive than performing the lighting calculation for each pixel as in ...
A shading language is a graphics programming language adapted to programming shader effects. Shading languages usually consist of special data types like "vector", " matrix ", "color" and " normal ".
The CPU sends instructions (compiled shading language programs) and geometry data to the graphics processing unit, located on the graphics card. Within the vertex shader, the geometry is transformed. If a geometry shader is in the graphics processing unit and active, some changes of the geometries in the scene are performed.
A more complex coloring method involves using a histogram which pairs each pixel with said pixel's maximum iteration count before escape/bailout. This method will equally distribute colors to the same overall area, and, importantly, is independent of the maximum number of iterations chosen. [1] This algorithm has four passes.
Powder shading is a sketching shading method. In this style, stumping powder and paper stumps are used to draw a picture. (This is also in color.) The stumping powder is smooth and doesn't have any shiny particles. The paper to be used should have small grains on it so that the powder remains on the paper.
Cel shading or toon shading is a type of non-photorealistic rendering designed to make 3D computer graphics appear to be flat by using less shading color instead of a shade gradient or tints and shades. A cel shader is often used to mimic the style of a comic book or cartoon and/or give the render a characteristic paper-like texture. [1]
The Phong reflection model was developed by Bui Tuong Phong at the University of Utah, who published it in his 1975 Ph.D. dissertation. [1] [2] It was published in conjunction with a method for interpolating the calculation for each individual pixel that is rasterized from a polygonal surface model; the interpolation technique is known as Phong shading, even when it is used with a reflection ...