A Comparison of Three Different Methods for Lighting Calculation for Gouraud Shading of Triangle Mesh Objects


Image of Backpack

Image of Mace

Image of Gen

(a)

This method of shading involves calculating the normals for each triangle, computing the brightness of each triangle and averaging the brightness of the triangles that meet at each vertex to get the brightness for each vertex.

Image of Backpack (2)

Image of Mace (2)

Image of Gen (2)

(b)

This method of shading involves calculating the normals for each triangle, averaging the normals of the triangles that meet at each vertex, and computing the brightness of each vertex based on this averaged normal.

Image of Backpack (3)

Image of Mace (3)

Image of Gen (3)

(c)

This method of shading involves calculating the normals for each triangle, performing a weighted average of the normals of the triangles that meet at each vertex, and computing the brightness of each vertex based on this averaged normal.
[Image showing three different methods for gouraurd shading]
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