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Shading
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=====Phong shading===== Phong shading is similar to Gouraud shading, except that instead of interpolating the light intensities the normals are interpolated between the vertices and the lighting is evaluated per-pixel. Thus, the specular highlights are computed much more precisely than in the Gouraud shading model. # Compute a normal N for each vertex of the polygon. # Using [[bilinear interpolation]] compute a normal, N<sub>i</sub> for each pixel. (Normal has to be renormalized each time.) # Apply an [[illumination model]] to each pixel to calculate the light intensity from N<sub>i</sub>.
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