45/45

Per-vertex normals and illumination

For smooth looking meshes, we define a normal per-vertex.

  • - Vertices are seen as samples on a smooth underlying surface

  • - Normals are used for illumination

    • ambiant, diffuse, specular components

shading sphere

  • - Phong shading interpolates normals on each fragments of triangles, and compute illumination.

illumination

Possible automatic computation of normals: averaged normals of surrounding triangle.

\(\displaystyle n_k = \frac{\sum_{j\in{\mathcal{V}_k}} \hat{n}_j}{\|\sum_{j\in{\mathcal{V}_k}} \hat{n}_j\|}\), \(\mathcal{V}_k\): neighboring triangles.

avg normal

\(\color{blue}{n_k}\)

\(\color{red}{\hat{n}_j}\)