This preview shows pages 1–8. Sign up to view the full content.
This preview has intentionally blurred sections. Sign up to view the full version.
View Full DocumentThis preview has intentionally blurred sections. Sign up to view the full version.
View Full DocumentThis preview has intentionally blurred sections. Sign up to view the full version.
View Full DocumentThis preview has intentionally blurred sections. Sign up to view the full version.
View Full Document
Unformatted text preview: 1 CSE472 Computer Graphics Shading Models Where to compute colors Simulating Curved Surfaces Smooth Shading Gourard Shading Phong Shading Problems with Smooth Shading 2 CSE472 Computer Graphics Computing Colors We are drawing primitives! Where do we compute a primitives color? Once for the entire primitive? Once at each vertex or other point? At every pixel? Any other options? When will these options vary the color? Remember what affects the color 3 CSE472 Computer Graphics Light on a curve When light hits a curved surface, we are varying the angle of the surface relative to the light. Remember our illumination model? Key: Continuously varying 4 CSE472 Computer Graphics But, we dont have curves! Computer graphics systems usually tessellate curved surfaces into polygons Why? Many systems only compute color at vertices Why? So, how can we make a surface look curved? 5 CSE472 Computer Graphics One Solution (not a good one) Tessellate very finely At least one polygon per pixel But, how do we do this? How many polygons will we require? 6 CSE472 Computer Graphics Bad Solution 2 Compromise between fine and course How about getting polygons down to, say, 5 pixel range on average? About 1/25 as many Problem: Mach Banding 7 CSE472 Computer Graphics Mach Banding The eye is much more sensitive to edges than gradual changes...
View Full
Document
 Spring '08
 OWEN
 Computer Graphics

Click to edit the document details