1997
DOI: 10.1145/263834.263849
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Phong normal interpolation revisited

Abstract: Phong shading is one of the best known, and at the same time simplest techniques to arrive at realistic images when rendering 3D geometric models. However, despite (or maybe due to) its success and its widespread use, some aspects remain to be clarified with respect to its validity and robustness. This might be caused by the fact that the Phong method is based on geometric arguments, illumination models, and clever heuristics. In this article we address some of the fundamentals that underlie Phong shading, suc… Show more

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Cited by 26 publications
(14 citation statements)
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“…This is a rough measure for the curvedness of the triangular patches. Additionally, the border curves are classified into convex, concave, and inflection, by the directions of the two vertex normals relative to a plane orthogonal to the edge (details in [11,21]). …”
Section: Arbitrary Triangle Meshesmentioning
confidence: 99%
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“…This is a rough measure for the curvedness of the triangular patches. Additionally, the border curves are classified into convex, concave, and inflection, by the directions of the two vertex normals relative to a plane orthogonal to the edge (details in [11,21]). …”
Section: Arbitrary Triangle Meshesmentioning
confidence: 99%
“…As a solution to this problem the option of a quadratic normal variation patch is proposed by the authors of PN triangles [11] who took the idea from [21]. A quadratic function n(u, v, w) is used to compute normals at the evaluation points (u, v, w): The values of n(u, v, w) are then normalized and passed on to the shading process.…”
Section: Separate Normal Interpolation Patchmentioning
confidence: 99%
“…Phong normal interpolation on surfaces is a well studied problem [19]. As discussed in [19], a common solution for interpolating between two normals consists in applying a linear interpolation (a weighted sum) followed by normalization.…”
Section: Plesmentioning
confidence: 99%
“…As discussed in [19], a common solution for interpolating between two normals consists in applying a linear interpolation (a weighted sum) followed by normalization. In the case of volume rendering, gradients are generally interpolated and normalized on the fly using the available hardware trilinear filter.…”
Section: Plesmentioning
confidence: 99%
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