View Full Version : About smoothing whithout subdivisions...
Nicool 09-01-2002, 05:46 PM Hello,
Just to know...
I would like to understand the Average Face action. Does his smooth look is a gouraud shading technique?
Thanks
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playmesumch00ns
09-02-2002, 01:07 PM
do you mean average normals? If so, then sort of, yes. Gouraud Shading is a scanline technique that just interpolates each vertex's shade value across its polygon.
When the vertex normals are set to be the average of the surrounding face normals then you get a fudge of a smooth surface. Quite clever, really.
Joojaa
09-02-2002, 05:19 PM
Originally posted by playmesumch00ns
do you mean average normals? If so, then sort of, yes. Gouraud Shading is a scanline technique that just interpolates each vertex's shade value across its polygon.
When the vertex normals are set to be the average of the surrounding face normals then you get a fudge of a smooth surface. Quite clever, really.
Actualy by fudging with normals you can generate even better results than that... you could use normal maps they could easily simulate curvature of many faces on a drasticaly reduced modell... It wouldnt help the nickeling of edges but would drasticaly improve the surfaces.:buttrock:
But to be honest goraud shading is actualy dependent on the normals and it intorpolates betveen them so saying avarage normals makes for a goraud shading would be wrong... sine even a hard eged one could be cosidered goraud shaded if that was the intention.:p
playmesumch00ns
09-03-2002, 11:06 AM
to be pedantic, phong shading interpolates between normals, gouraud interpolates between shade values :)
Sibben
09-03-2002, 04:04 PM
Goraud shading interpolates between normals - it's a simplified form of Lambert shading (which is what you render) and as such good for real time rendering. Goraud is what you see in Maya's viewports. With low resolution models you can clearly see the interpolation across the polygons.
Phong calculates shading for every *pixel* and also takes into account normal, light and camera angle. Up until quite recently not suited for real time rendering although this is surely changing with the development of new video cards.
:wise:
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