Gouraud shading


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Gouraud shading

In 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.


Types of Shading
Flat, Gouraud and Phong shading are the three most common types of shading used on 3D objects. (Image courtesy of Intergraph Computer Systems.)
References in periodicals archive ?
We used the Gouraud shading for both cubic and cylindrical objects with the maximum number of polygons (cube: 1200; cylinder: 504).
The Gouraud shading algorithm is best explained visually.
The Sun-3/470 graphics workstations provide up to 7 mips and perform Gouraud shading, z-buffering (hidden surface removal), and depth-cueing.