Part II 1. Shading techniques. 1.1 Classical illumination model of a polygon mesh In the classical case (not the radiosity), the intensity (color or gray-scale) at each pixel, corresponding at a polygon, is calculated in attributing one color per facet (constant shading), by scalar interpolation (Gouraud) or vectorial interpolation (Phong). [LINK]-[IMAGE] For the following example: [LINK]-[IMAGE] 1.2 Shading : 1.2.1 Constant shading. Each facet of the object is illuminated by an average value for the entire polygon. This approach is fast and very simple, but it gives quite poor realistic results and non smooth surfaces. This is enhanced by the Mach effect: the intensity at the vicinities of the edges is overestimated for light values and underestimated for dark values. [LINK]-[IMAGE] On the left a Connolly surface of the ferrocene in Gouraud shading, and on the right the same surface with flat shading. 1.2.2 Gouraud shading. The Gouraud shading eliminates intensity discontinuities by interpolating the intensity for each polygon. It uses the normal vector at each vertex and edges of the polygon mesh (obtained by averaging each normal of the facets sharing the same edge). [LINK]-[IMAGE] the model determines the intensity at each vertex and then interpolates linearely between each normal along the edge and then the same way between the edges for every scan-line. This scan-line algorythm is very often hardware implemented. The Mach effect is allmost completly eliminated (except for very high curvated surfaces). [LINK]-[IMAGE] 1.2.3 Phong shading. The Phong shading is like the Gouraud shading based on an interpolation algorythm but this time, the interpolation is made by vectors. It uses the normals at each facet, the average normals at each vertex, and interpolates vectorially along the edges between to vertex, and then interpolates the same way between the edges along the scan-line (very heavy calculation, as it has a normalisation calculation at every step). [LINK]-[IMAGE] This model gives a nice render to specular lights. A new approach recently developped allows to simulate Phong shading for lesser computation costs, (see the 2D textures ) 1.2.4 Problems with interpolated shadings. The most common problems encountered with interpolated shading are overcomed by utilizing triangles as polygon or by enhancing the numbers of polygon (which is expensive). For example, a highly curved surface (typically a sphere) will clearly have a polygonal silhouette. This situation can be improved by breaking the surface into a greater number of smaller polygons, but with increase in expense. Anomalies are introduced also by the interpolation because the interpolation is performed after perspective transformation in th 3D screen coordinates, rather than in the World coordinates system. An orientation dependence exists due to the scan-line algorythm and can induce discontinuities when rotating the object, this can be overcome by using triangles as polygons. Not directly involved in the interpolation procedure but rather when calculating normals at each vertex, errors can araise when averaging over non-representative normals. As in the example of a sharp-toothed edge surface were all the normals at each vertex are parallel, the surface will be rendered flat. This can be overcome by assigning an eigen normal at each vertex. [LINK]-[IMAGE] [LINK]-[IMAGE] Chapter 2 and 3. [LINK]-[IMAGE]Table of contents. _________________________________________________________________ Responsible : François Savary, savary@sc2a.unige.ch Group of Professor J. Weber, Department of Physical Chemistry, University of Geneva 30, quai Ernest Ansermet CH-1211 Geneva 4 tél.: +4122 702 65 32 fax : +4122 702 65 18 .