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Shading
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=====Gouraud shading===== # Determine the normal at each polygon vertex. # Apply an [[illumination model]] to each vertex to calculate the light intensity from the vertex normal. # Interpolate the vertex intensities using [[bilinear interpolation]] over the surface polygon. Problems: * Due to lighting being computed only at vertices, the inaccuracies (especially of specular highlights on large triangles) can become too apparent. * T-junctions with adjoining polygons can sometimes result in visual anomalies. In general, T-junctions should be avoided.
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