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ABSTRACT
Computer image generation systems often represent curved surfaces as a mesh of planar polygons that are shaded to restore a smooth appearance. Phong shading is a well known algorithm for producing a realistic shading but it has not been used by real-time systems because of the 3 additions, 1 division, and 1 square-root required per pixel for its evaluation. We describe a new formulation for Phong shading that reduces the amount of computation per pixel to only 2 additions for simple Lambertian reflection and 5 additions and 1 memory reference for Phong's complete reflection model. We also show how to extend our method to compute the specular component with the eye at a finite distance from the scene rather than at infinity as is usually assumed. The method can be implemented in hardware for real-time applications or in software to speed image generation for almost any system.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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Gouraud, H. June 1971. "Continuous Shading of Curved Surfaces," IEEE Transactions on Computers, vol. 20, no. 6, pp. 623-628.
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CITED BY 14
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Henry Fuchs , John Poulton , John Eyles , Trey Greer , Jack Goldfeather , David Ellsworth , Steve Molnar , Greg Turk , Brice Tebbs , Laura Israel, Pixel-planes 5: a heterogeneous multiprocessor graphics system using processor-enhanced memories, ACM SIGGRAPH Computer Graphics, v.23 n.3, p.79-88, July 1989
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