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surface normal |
Also found in: Wikipedia | 0.01 sec. |
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surface normal In 3D graphics, an imaginary line that is perpendicular to the surface of a polygon. It may be computed at the vertex of a triangle, in which case it is the average of all the vertices of adjoining triangles. Or, it may be computed for each pixel in the triangle as in Phong shading. Surface normals are used to derive the reflectivity of a light source shining onto an object. See tessellation, triangle, Phong shading and Gouraud shading.Want to thank TFD for its existence? Tell a friend about us, add a link to this page, add the site to iGoogle, or visit the webmaster's page for free fun content. |
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