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Shading Examples shaderSphere1, 2, 3 & 4 of Chapter 6.

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Presentation on theme: "Shading Examples shaderSphere1, 2, 3 & 4 of Chapter 6."— Presentation transcript:

1 Shading Examples shaderSphere1, 2, 3 & 4 of Chapter 6

2 2 Phong Reflection Model I = k d I d l · n + k s I s (v · r )  + k a I a I = k d I d l · n + k s I s (n · h )  + k a I a (modified)

3 Where to apply reflection model At CPU, no example At GPU (vertex processors), examples 1 (true normals) & 3 (approximation), apply modified Phong model to vertices to get colors for vertices, and let rasterizer figure out the colors for fragments. (Smooth/Gouraud shading) At GPU (fragment processors), examples 2 (true normals) & 4 (approximation), let rasterizer figure out the normal and position of each fragment, then apply modified Phong model to each fragment to get fragment color. (Phong shading)

4 Teapot Examples Applied at vertex processors Applied at fragment processors


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