•Hidden surface removal means
polygons you can’t see are not rendered (both those blocked and those that are back-facing –
eliminates >50%)
•Non-global means that we
look at each polygon in isolation, no shadows or interobject reflection.
Crude but fast model, standard in graphics cards
•Flat shading: light
calculated once for each polygon, as a function of the angle between its surface normal and the light source (the
“faceted look”)
•Gouraud shading (after Henri
Gouraud): average intensity across neighboring polygons to create smooth gradients between them.
•Phong shading adds specular
part by averaging normals, not intensities
•