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| | 3D Pipeline --Part II: 3D Pipeline Tutorial (Site not responding. Last check: 2007-10-07) |
 | | Flat Shading: The simplest of the three models, here the renderer takes the color values from a triangle's three vertices (assuming triangles as primitive), and averages those values (or in the case of Direct3D, picks an arbitrary one of the three). |
 | | But unlike a surface normal that is perpendicular to a triangle's surface, a shading normal (also called a vertex normal) actually is an average of the surface normals of its surrounding triangles. |
 | | And similar to the Gouraud shading method of interpolating, Phong shading first interpolates normals along triangle edges, and then interpolates normals across all pixels in a scan line based on the interpolated edge values. |
| www.extremetech.com /article2/0,3973,1164566,00.asp (918 words) |
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