Gouraud shading is a method used in computer graphics to simulate the differing effects of light and color across the surface of an object. In practice, Gouraud shading is used to attain smooth lighting on low-polygon surfaces without the heavy computational requirements of calculating lighting for each pixel. The technique was first presented by Henri Gouraud in 1971.
The basic principle behind the method is to calculate the surface normal at the vertices of polygons in a 3D computer model. These normal are then averaged for all the polygons that meet at each point. Lighting computations are then performed to produce color intensities at vertices. The lighting calculation used by Gouraud was based on the Lambertian diffuse lighting model. These color values are then interpolated along the edges of the polygons. To complete the shading, the image is filled by lines drawn across the image that interpolate between the previously calculated edge intensities.
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