Fast Phong shading
- 31 August 1986
- journal article
- Published by Association for Computing Machinery (ACM) in ACM SIGGRAPH Computer Graphics
- Vol. 20 (4) , 103-106
- https://doi.org/10.1145/15886.15897
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.Keywords
This publication has 3 references indexed in Scilit:
- A Software Testbed for the Development of 3D Raster Graphics SystemsACM Transactions on Graphics, 1982
- Smoothly shaded renderings of polyhedral objects on raster displaysACM SIGGRAPH Computer Graphics, 1979
- Continuous Shading of Curved SurfacesIEEE Transactions on Computers, 1971