For the Blinn-Phong Reflectance Model, refer to Lecture07.md
.
Flat Shading: Triangle face is flat.
One normal vector for each triangle
Gouraud Shading: Interpolate colors from vertices across each triangle.
Each vertex has a normal vector
Phong Shading: Interpolate normal vectors across each triangle.
Compute full shading model at each pixel.
Shading methods can be applied in different stages in pipeline. E.g., the Gouraud Shading method can be applied in Vertex Processing.
Simple Scheme: average surrounding face normals. Possibly weighted.
Barycentric Interpolation:
Program vertex and fragment processing stages
Describe operation on a single vertex (or fragment)
Vertex Shader
Fragment/Pixel Shader
Specialized processors of executing graphics pipeline computations.
Refer to Lecture09.md
.