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Fast Phong shading
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Source International Conference on Computer Graphics and Interactive Techniques archive
Proceedings of the 13th annual conference on Computer graphics and interactive techniques table of contents
Pages: 103 - 106  
Year of Publication: 1986
ISBN:0-89791-196-2
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Authors
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SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 9,   Downloads (12 Months): 73,   Citation Count: 14
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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.



CITED BY  14

Collaborative Colleagues:
Gary Bishop: colleagues
David M. Weimer: colleagues