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Gouraud shading |
Also found in: Wikipedia, Hutchinson | 0.10 sec. |
Gouraud shadingIn 3D graphics, a technique developed by Henri Gouraud in the early 1970s that computes a shaded surface based on the color and illumination at the corners of every triangle. Gouraud shading is the simplest rendering method and is computed faster than Phong shading. It does not produce shadows or reflections. The surface normals at the triangle's points are used to create RGB values, which are averaged across the triangle's surface. See flat shading and Phong shading.
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6 million lit, Gouraud-shaded, Z-buffered triangles per second, with a tri-linear textured fill rate of 60 million pixels per second. One-third of the frames are rendered as anti-aliased wireframe, and the other two-thirds as Gouraud-shaded polygons. Utilizing the 3Dlabs' GLINT 300SX processor, the Diamond Fire GL 2000 is capable of rendering up to 300,000 gouraud-shaded polygons per second. |
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