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piece about apple is a bit difficult to read. Needs to explain example a bit more clearly without getting too in depth as to what causes a specular highlight. Also, we need a page on specular highlights.
the rotating sphere is very distracting - what about linking to the image instead of displaying it? —Preceding unsigned comment added by 84.58.130.196 ( talk) 15:07, 1 September 2007 (UTC)
This is really distracting, we should either slow down the model or have it stationary. Awally88 ( talk) 04:12, 20 June 2011 (UTC)
Someone fluent in IPA could add pronunciation info 77.253.68.171 ( talk) 11:13, 29 May 2008 (UTC)
I think it's "Guh row". 146.115.34.7 ( talk)
All I've heard is "GORE-odd." Psychlohexane ( talk) 03:04, 7 May 2009 (UTC)
The best approximation is "Goo-row" (the final "d" should not be pronounced). —Preceding unsigned comment added by Shading83 ( talk • contribs) 20:43, 22 October 2010 (UTC)
Gouraud shading is independent of the shading model used at the vertexes. It need not be Phong. It could for example be Lambertian or something totally different, and Gouraud would work just fine, interpolating between the vertices. 146.115.34.7 ( talk) —Preceding undated comment was added at 11:58, 30 September 2008 (UTC).
No reference to "Seapot" found on the Web. I believe this is a confusion with Alan Newell's Utah teapot which became a graphics icon in 1975. —Preceding unsigned comment added by Shading83 ( talk • contribs) 20:49, 22 October 2010 (UTC)
Since 1) Gouraud shading was proposed before the Phong reflection model was proposed and 2) Gouraud shading can be applied to any reflection model (e.g. Blinn-Phong reflection model etc.), the description should be rephrased not to assume any specific reflection model. -- Martin Kraus ( talk) 09:51, 9 June 2011 (UTC)
Why bilinear interpolation? Usually the colors are interpolated linearly in triangles. Polygons are often decomposed into triangles and then linear interpolation is used again. Thus, even for quadrilaterals it is more common to use a linear interpolation. -- Martin Kraus ( talk) 10:41, 9 June 2011 (UTC)
Why does the introduction mention a "low-polygon surface"? Gouraud shading actually works better with highly tessellated surfaces. Or does the "low" in "low-polygon" refer to the number of vertices? Why not "triangle surface" then? -- Martin Kraus ( talk) 10:43, 9 June 2011 (UTC)
"Gouraud shading will instead produce a highlight continuously fading in and out across neighboring portions of the model, peaking in intensity when the intended specular highlight passes over a vertex of the model." - I believe this phenomenon is known as "Mach Bands". Computer Graphics with OpenGL / Hearn&Baker, 3rd Edition, section 10-10, pg. 594-595: "Highlights on the surface are sometimes displayed with anomalous shapes, and the linear intensity interpolation can cause bright or dark intensity streaks, called Mach bands, to appear on the surface." — Preceding unsigned comment added by 85.65.164.238 ( talk) 09:53, 20 July 2011 (UTC)
The section here /info/en/?search=Gouraud_shading#Common_misconception explains how Gouraud shading is different from perspective correct shading. The title of the section suggests that there is some misconception about how Gouraud shading works or what it is. It is not clear what the misconception is, however. Perhaps is the misconception that people believe that Gouraud shading is perspective correct? If that is the case, it should be made more clear. — Preceding unsigned comment added by Prof dr finkelstein ( talk • contribs) 18:25, 11 December 2018 (UTC)
The misconseption is that 100s of 3d engines claim they are using Gouraud shading. The original paper on Gouraud shading says Gouraud shading = linear interpolation between points but these engines are not using linear interpolation between points therefore they are not using Gouraud shading. The image linked shows the difference in results between using Gouraud shading and what most 3d engines render which is not Gouraud shading.
— Preceding unsigned comment added by Greggman ( talk • contribs) 02:03, 16 June 2019 (UTC)
The article uses the present tense a lot(‘is an interpolation method used in computer graphics’, ‘is most often used’) but hardware support for better shading models have made Gouraud shading obsolete for approximately twenty years now.
no prior knowledge on the topic, just passing by - looks like the gouraud-shaded seashell on this page is identical to the phong-shaded seashell on Phong shading. pretty sure in both cases it is actually flat shaded, going by the comparison directly underneath the seashell on this page. should these images look the same as flat shading for both of these pages? (maybe "graphics complex" is technical terminology where this diagram would be accurate?) Ralcore ( talk) 12:12, 5 November 2022 (UTC)
Should we add this: https://www.youtube.com/watch?v=jPqiUpYm0Ho ?
Henri Gouraud talks about the development of Gouraud Shading and others. 5.12.117.207 ( talk) 20:58, 11 May 2024 (UTC)
![]() | This article is rated Start-class on Wikipedia's
content assessment scale. It is of interest to the following WikiProjects: | ||||||||||
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piece about apple is a bit difficult to read. Needs to explain example a bit more clearly without getting too in depth as to what causes a specular highlight. Also, we need a page on specular highlights.
the rotating sphere is very distracting - what about linking to the image instead of displaying it? —Preceding unsigned comment added by 84.58.130.196 ( talk) 15:07, 1 September 2007 (UTC)
This is really distracting, we should either slow down the model or have it stationary. Awally88 ( talk) 04:12, 20 June 2011 (UTC)
Someone fluent in IPA could add pronunciation info 77.253.68.171 ( talk) 11:13, 29 May 2008 (UTC)
I think it's "Guh row". 146.115.34.7 ( talk)
All I've heard is "GORE-odd." Psychlohexane ( talk) 03:04, 7 May 2009 (UTC)
The best approximation is "Goo-row" (the final "d" should not be pronounced). —Preceding unsigned comment added by Shading83 ( talk • contribs) 20:43, 22 October 2010 (UTC)
Gouraud shading is independent of the shading model used at the vertexes. It need not be Phong. It could for example be Lambertian or something totally different, and Gouraud would work just fine, interpolating between the vertices. 146.115.34.7 ( talk) —Preceding undated comment was added at 11:58, 30 September 2008 (UTC).
No reference to "Seapot" found on the Web. I believe this is a confusion with Alan Newell's Utah teapot which became a graphics icon in 1975. —Preceding unsigned comment added by Shading83 ( talk • contribs) 20:49, 22 October 2010 (UTC)
Since 1) Gouraud shading was proposed before the Phong reflection model was proposed and 2) Gouraud shading can be applied to any reflection model (e.g. Blinn-Phong reflection model etc.), the description should be rephrased not to assume any specific reflection model. -- Martin Kraus ( talk) 09:51, 9 June 2011 (UTC)
Why bilinear interpolation? Usually the colors are interpolated linearly in triangles. Polygons are often decomposed into triangles and then linear interpolation is used again. Thus, even for quadrilaterals it is more common to use a linear interpolation. -- Martin Kraus ( talk) 10:41, 9 June 2011 (UTC)
Why does the introduction mention a "low-polygon surface"? Gouraud shading actually works better with highly tessellated surfaces. Or does the "low" in "low-polygon" refer to the number of vertices? Why not "triangle surface" then? -- Martin Kraus ( talk) 10:43, 9 June 2011 (UTC)
"Gouraud shading will instead produce a highlight continuously fading in and out across neighboring portions of the model, peaking in intensity when the intended specular highlight passes over a vertex of the model." - I believe this phenomenon is known as "Mach Bands". Computer Graphics with OpenGL / Hearn&Baker, 3rd Edition, section 10-10, pg. 594-595: "Highlights on the surface are sometimes displayed with anomalous shapes, and the linear intensity interpolation can cause bright or dark intensity streaks, called Mach bands, to appear on the surface." — Preceding unsigned comment added by 85.65.164.238 ( talk) 09:53, 20 July 2011 (UTC)
The section here /info/en/?search=Gouraud_shading#Common_misconception explains how Gouraud shading is different from perspective correct shading. The title of the section suggests that there is some misconception about how Gouraud shading works or what it is. It is not clear what the misconception is, however. Perhaps is the misconception that people believe that Gouraud shading is perspective correct? If that is the case, it should be made more clear. — Preceding unsigned comment added by Prof dr finkelstein ( talk • contribs) 18:25, 11 December 2018 (UTC)
The misconseption is that 100s of 3d engines claim they are using Gouraud shading. The original paper on Gouraud shading says Gouraud shading = linear interpolation between points but these engines are not using linear interpolation between points therefore they are not using Gouraud shading. The image linked shows the difference in results between using Gouraud shading and what most 3d engines render which is not Gouraud shading.
— Preceding unsigned comment added by Greggman ( talk • contribs) 02:03, 16 June 2019 (UTC)
The article uses the present tense a lot(‘is an interpolation method used in computer graphics’, ‘is most often used’) but hardware support for better shading models have made Gouraud shading obsolete for approximately twenty years now.
no prior knowledge on the topic, just passing by - looks like the gouraud-shaded seashell on this page is identical to the phong-shaded seashell on Phong shading. pretty sure in both cases it is actually flat shaded, going by the comparison directly underneath the seashell on this page. should these images look the same as flat shading for both of these pages? (maybe "graphics complex" is technical terminology where this diagram would be accurate?) Ralcore ( talk) 12:12, 5 November 2022 (UTC)
Should we add this: https://www.youtube.com/watch?v=jPqiUpYm0Ho ?
Henri Gouraud talks about the development of Gouraud Shading and others. 5.12.117.207 ( talk) 20:58, 11 May 2024 (UTC)