{"title":"Fast Phong shading","authors":"G. Bishop, D. Weimer","doi":"10.1145/15922.15897","DOIUrl":null,"url":null,"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.","PeriodicalId":20524,"journal":{"name":"Proceedings of the 13th annual conference on Computer graphics and interactive techniques","volume":"183 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"1986-08-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"109","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 13th annual conference on Computer graphics and interactive techniques","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/15922.15897","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 109

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.
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快速Phong着色
计算机图像生成系统通常将曲面表示为平面多边形的网格,这些网格通过阴影来恢复光滑的外观。Phong shading是一种众所周知的算法,用于产生逼真的阴影,但它还没有被实时系统使用,因为每像素需要3个加法,1个除法和1个平方根来评估。我们描述了Phong阴影的新公式,将每像素的计算量减少到简单的Lambertian反射只有2个加法和Phong的完整反射模型的5个加法和1个内存参考。我们还展示了如何扩展我们的方法来计算眼睛在距离场景有限的距离上的镜面分量,而不是像通常假设的那样在无限远。该方法可以在硬件上实现实时应用,也可以在软件上实现几乎任何系统的图像生成速度。
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