Principles of interactive computer graphics (2nd ed.)
Principles of interactive computer graphics (2nd ed.)
Fundamentals of interactive computer graphics
Fundamentals of interactive computer graphics
A Software Testbed for the Development of 3D Raster Graphics Systems
ACM Transactions on Graphics (TOG)
Smoothly shaded renderings of polyhedral objects on raster displays
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
Illumination for computer-generated images.
Illumination for computer-generated images.
FRAMES: Software tools for modeling, rendering and animation of 3D scenes
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Pixel-planes 5: a heterogeneous multiprocessor graphics system using processor-enhanced memories
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
The rendering architecture of the DN10000VS
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
IBM Journal of Research and Development
Efficient bump mapping hardware
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Phong normal interpolation revisited
ACM Transactions on Graphics (TOG)
IMEM: an intelligent memory for bump- and reflection-mapping
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Multiresolution rendering with displacement mapping
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
ASP-DAC '00 Proceedings of the 2000 Asia and South Pacific Design Automation Conference
The triangle processor and normal vector shader: a VLSI system for high performance graphics
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
A display system for the Stellar graphics supercomputer model GS1000
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
University of Gävle prepares students for entry into industry
ACM SIGGRAPH Computer Graphics
Fast setup for bilinear and biquadratic interpolation over triangles
Graphics programming methods
Faster Shading by Equal Angle Interpolation of Vectors
IEEE Transactions on Visualization and Computer Graphics
EGGH'87 Proceedings of the Second Eurographics conference on Advances in Computer Graphics Hardware
PROOF: an architecture for rendering in object space
EGGH'88 Proceedings of the Third Eurographics conference on Advances in Computer Graphics Hardware
EGGH'90 Proceedings of the Fifth Eurographics conference on Advances in Computer Graphics Hardware: rendering, ray tracing and visualization systems
An architecture for interactive raster graphics
EGGH'92 Proceedings of the Seventh Eurographics conference on Graphics Hardware
A real time rendering system with normal vector shading
EGGH'94 Proceedings of the Ninth Eurographics conference on Graphics Hardware
Hardware supported bump mapping: a step towards higher quality real-time rendering
EGGH'95 Proceedings of the Tenth Eurographics conference on Graphics Hardware
Design principles of hardware-based phong shading and bump mapping
EGGH'96 Proceedings of the Eleventh Eurographics conference on Graphics Hardware
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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.