A survey of curve and surface methods in CAGD
Computer Aided Geometric Design
Principles of interactive computer graphics (2nd ed.)
Principles of interactive computer graphics (2nd ed.)
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Mathematical elements for computer graphics (2nd ed.)
Mathematical elements for computer graphics (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Animating rotation with quaternion curves
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Representations for Rigid Solids: Theory, Methods, and Systems
ACM Computing Surveys (CSUR)
An improved illumination model for shaded display
Communications of the ACM
Texture and reflection in computer generated images
Communications of the ACM
Illumination for computer generated pictures
Communications of the ACM
Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Smoothly shaded renderings of polyhedral objects on raster displays
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Geometric modeling using focal surfaces
ACM SIGGRAPH 2007 sketches
ACM SIGGRAPH Asia 2008 papers
ACM SIGGRAPH Asia 2008 papers
Dynamic surfel set refinement for high-quality rendering
Computers and Graphics
Consistent normal interpolation
ACM SIGGRAPH Asia 2010 papers
A modified nielson's side-vertex triangular mesh interpolation scheme
ICCSA'05 Proceedings of the 2005 international conference on Computational Science and its Applications - Volume Part I
G1 rational blend interpolatory schemes: A comparative study
Graphical Models
Direct ray tracing of phong tessellation
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
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Phong shading is one of the best known, and at the same time simplest techniques to arrive at realistic images whem rendering 3D geometric models. However, despite (or maybe due to) its success and its widespread use, some aspects remain to be clarified with respect to its validity and robustness. This might be caused by the fact that the Phong method is based on geometric arguments, illumination models, and clever heuristics. In this article we address some of the fundamentals that underlie Phong shading, such as the computation of vertex normals for nonmanifold models and the adequacy of linear interpolation and we apply a new interpolation technique to achieve an efficient and qualitatively improve result.