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Presented by:
Mr. Sararith Mao
ID: 52031206
Computer Graphic Topic:
Shading
Introduction to Shading
• Shading is a process used in drawing the
levels of shadow of polygon by applying media
with a darker shade for darker areas, and a
lighter shade for lighter areas.
In this topic I will say about flat
shading, flat shading, and phong shading
1. Flat shading
During scan conversion, the entire surface of
one polygon has only one color. It is easy to
compute and least accurate.
In Open GL, we can specify flat shading through
glShadeModel(GL_FLAT).
Shading for Computer Topics in Burapha University
2. Smooth or Gouraud shading
Every vertices has its own normal. The
concept is that smooth shading compute each
vertices during scan conversion and interpolate
colors across all polygon pixels depends on the
normal. This method is a superior of flat shading
and require more processing, but less accurate to
polygon. In OpenGL, we can define smooth
shading by glShadeModel(GL_SMOOTH)
High polygon count. Poor polygon count.
It computes illumination for every pixel
during scan conversion and also find the
interpolate normal too. Although it’s hard to
do, but the result of polygon is accurate than
other methods. It’s not supported in Open GL
directly.
3. Phong shading
Shading for Computer Topics in Burapha University
Referrences:
• http://en.wikipedia.org/wiki/Phong_shading
• http://en.wikipedia.org/wiki/Gouraud_shading
• http://en.wikipedia.org/wiki/Shading

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Shading for Computer Topics in Burapha University

  • 1. Presented by: Mr. Sararith Mao ID: 52031206 Computer Graphic Topic: Shading
  • 2. Introduction to Shading • Shading is a process used in drawing the levels of shadow of polygon by applying media with a darker shade for darker areas, and a lighter shade for lighter areas. In this topic I will say about flat shading, flat shading, and phong shading
  • 3. 1. Flat shading During scan conversion, the entire surface of one polygon has only one color. It is easy to compute and least accurate. In Open GL, we can specify flat shading through glShadeModel(GL_FLAT).
  • 5. 2. Smooth or Gouraud shading Every vertices has its own normal. The concept is that smooth shading compute each vertices during scan conversion and interpolate colors across all polygon pixels depends on the normal. This method is a superior of flat shading and require more processing, but less accurate to polygon. In OpenGL, we can define smooth shading by glShadeModel(GL_SMOOTH)
  • 6. High polygon count. Poor polygon count.
  • 7. It computes illumination for every pixel during scan conversion and also find the interpolate normal too. Although it’s hard to do, but the result of polygon is accurate than other methods. It’s not supported in Open GL directly. 3. Phong shading