http://en.wikipedia.org/wiki/Gouraud_shading
Gouraud shading, named after
Henri Gouraud, is an
interpolation method used in
computer graphics to produce
continuous shading of surfaces represented by polygon meshes. In practice, Gouraud shading is most often used to achieve continuous lighting on triangle surfaces by computing the lighting at the corners of each triangle and
linearly interpolating the resulting colours for each
pixel covered by the triangle. Gouraud first published the technique in 1971.
Description
Gouraud shading works as follows: An estimate to the
surface normal of each
vertex in a polygonal 3D model is either specified for each vertex or found by averaging the surface normals of the polygons that meet at each vertex. Using these estimates, lighting computations based on a reflection model, e.g. the
Phong reflection model, are then performed to produce colour intensities at the vertices. For each
screen pixel that is covered by the polygonal mesh, colour intensities can then be
interpolated from the colour values calculated at the vertices.
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