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    HCI & Computer Graphics
    COMP3145
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    Topics
    1. The Human: Input-output channels2. Human memory3. Thinking, Reasoning, Problem solving4. Emotions and Individual differences5. Psychology and design of interacting systems6. The Computer: Text entry devices7. Positioning, Pointing, and drawing devices8. Display devices9. Devices for virtual reality and 3D interaction10. Physical controls, Sensors and special devices11. Paper printing and scanning12. Memory, Processing and networks13. The Interaction: Models of interaction14. Frameworks and HCI15. Ergonomics16. Interaction styles17. Elements of the WIMP interfaces18. Interactivity and Context of interaction19. Usability Paradigm and Principles: Introduction20. Paradigms for interaction21. Interaction Design Basics: What is design22. Process of design and User focus23. Navigation design24. Screen design and layout25. Iteration and prototyping26. HCI in Software Process: Software life cycle27. Usability engineering28. Iterative design and prototyping29. Design rationale30. Design rules and Guidelines31. Golden rules and heuristics32. HCI patterns33. Evaluation techniques and methods34. Task analysis35. Universal design36. User support systems37. Computer Supported Cooperative Work38. Groupware systems39. Implementation of synchronous groupware40. Ubiquitous computing41. History of Computer Graphics42. Graphics architectures and software43. Imaging and vision: Pinhole camera, Human vision, Synthetic camera44. Modeling vs. rendering45. OpenGL Architecture46. Displaying simple two-dimensional geometric objects47. Positioning systems and windowed environment48. Color perception and models49. RGB, CMY, HLS color models50. Color transformations51. Color in OpenGL: RGB and indexed color52. Input: Network environment and client-server computing53. Input measures: event, sample and request input54. Using callbacks and picking55. Affine transformations: translation, rotation, scaling, shear56. Homogeneous coordinates and concatenation57. Current transformation and matrix stacks58. Three Dimensional Graphics: Classical viewing59. Specifying views in 3D60. Affine transformation in 3D61. Projective transformations62. Ray tracing63. Shading: Illumination and surface modeling64. Phong shading model65. Polygon shading66. Rasterization: Line drawing via Bresenham's algorithm67. Clipping and polygonal fill68. BitBlt operations69. Hidden surface removal (z buffer)70. Discrete Techniques: Buffers71. Reading and writing bitmaps and pixel maps72. Texture mapping73. Compositing
    COMP3145›Phong shading model
    HCI & Computer GraphicsTopic 64 of 73

    Phong shading model

    3 minread
    542words
    Beginnerlevel

    1. Definition

    Phong shading is a per-pixel shading technique used to simulate realistic lighting on surfaces.

    • It calculates color at every pixel by interpolating surface normals across a polygon and then applying the Phong illumination model.
    • Produces smooth highlights and realistic appearance compared to flat or Gouraud shading.

    2. Phong Illumination Model

    The Phong model combines three components of light:

    I=Iambient+Idiffuse+IspecularI = I_{\text{ambient}} + I_{\text{diffuse}} + I_{\text{specular}}I=Iambient​+Idiffuse​+Ispecular​

    Where:

    A. Ambient Component

    • Uniform background light, direction-independent. Iambient=ka⋅IaI_{\text{ambient}} = k_a \cdot I_aIambient​=ka​⋅Ia​
    • kak_aka​ = ambient reflection coefficient, IaI_aIa​ = ambient light intensity.

    B. Diffuse Component (Lambertian Reflection)

    • Light scattered equally in all directions from a matte surface.
    • Depends on the angle between surface normal NNN and light vector LLL: Idiffuse=kd⋅Il⋅max⁡(0,N⋅L)I_{\text{diffuse}} = k_d \cdot I_l \cdot \max(0, \mathbf{N} \cdot \mathbf{L})Idiffuse​=kd​⋅Il​⋅max(0,N⋅L)
    • kdk_dkd​ = diffuse coefficient, IlI_lIl​ = light intensity.

    C. Specular Component

    • Light reflected in a specific direction from shiny surfaces.
    • Depends on surface normal NNN, light vector LLL, view vector VVV, and shininess exponent nnn: Ispecular=ks⋅Il⋅(max⁡(0,R⋅V))nI_{\text{specular}} = k_s \cdot I_l \cdot (\max(0, \mathbf{R} \cdot \mathbf{V}))^nIspecular​=ks​⋅Il​⋅(max(0,R⋅V))n
    • ksk_sks​ = specular reflection coefficient, RRR = reflection of LLL about NNN, VVV = view vector, nnn controls highlight sharpness.

    3. Phong Shading Algorithm

    1. Compute vertex normals for each vertex of the polygon.
    2. Interpolate normals across the polygon for each pixel.
    3. Compute color per pixel using the Phong illumination model.
    • Produces smooth shading with correctly placed specular highlights, unlike Gouraud shading which interpolates color.

    4. Comparison with Other Shading Methods

    Shading Type How Normals Are Used Where Color Computed Result
    Flat One normal per face One color per polygon Faceted, sharp edges
    Gouraud Normals at vertices Interpolates vertex colors Smooth but may miss specular highlights
    Phong Normals interpolated per pixel Color computed per pixel Smooth and realistic highlights

    5. Advantages of Phong Shading

    • Produces realistic lighting and smooth highlights.
    • Correctly models specular reflections.
    • Works well for curved surfaces.

    6. Disadvantages

    • Computationally more expensive than flat or Gouraud shading.
    • Requires interpolation of normals and per-pixel calculations.

    Key Points:

    • Phong shading = interpolated normals + Phong illumination.
    • Essential for high-quality graphics in games, simulations, and CGI.
    • Controls like shininess exponent nnn allow customizing surface glossiness.

    Previous topic 63
    Shading: Illumination and surface modeling
    Next topic 65
    Polygon shading

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      Est. reading time3 min
      Word count542
      Code examples0
      DifficultyBeginner