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.)
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With the new SGI V12 graphics, Octane2 workstations lead the industry in performance, drawing over 18 million 1 pixel lit depth-buffered, Gouraud-shaded triangles per second and maintaining a highly advanced pixel fill rate of 448 megapixels per second.
These virtual objects are textured, Gouraud-shaded, and can include texture-mapped artwork that is attractive and compelling.
The graphics deliver 250,000 flat-shaded triangles per second and 42,000 Gouraud-shaded, lighted, independent polygons per second.