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Phong shading |
Also found in: Wikipedia, Hutchinson | 0.04 sec. |
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In 3D graphics, a technique developed by Phong Bui-Tuong in the mid-1970s that computes a shaded surface based on the color and illumination at each pixel. Phong shading is more realistic than Gouraud shading, but requires more computation. It does not produce shadows or reflections. The surface normals at the triangle's points are used to compute a surface normal for each pixel, which in turn creates a more accurate RGB value for each pixel. See flat shading and Gouraud shading.
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Hardware accelerated Anti-Aliasing and Phong shading, as well as significant enhancements to HOOPS' transparency algorithms combine to increase the realism of real-time HOOPS rendering. Capabilities such as vivid texturing, pixel-rate lighting, Phong shading, bump-mapped texture, and textured, layered fog produce the most realistic scenes and the most effective training cues available in simulation today. Merlin 3D also includes LightWorks-based Phong shading, volumetric lighting, area lights, and more industry-leading rendering techniques. |
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