Jump to content
 







Main menu
   


Navigation  



Main page
Contents
Current events
Random article
About Wikipedia
Contact us
Donate
 




Contribute  



Help
Learn to edit
Community portal
Recent changes
Upload file
 








Search  

































Create account

Log in
 









Create account
 Log in
 




Pages for logged out editors learn more  



Contributions
Talk
 



















Contents

   



(Top)
 


1 Interpolation techniques  





2 Illumination models  



2.1  Realistic  



2.1.1  Diffuse reflection  





2.1.2  Specular reflection  





2.1.3  Subsurface scattering  







2.2  Non-photorealistic  







3 See also  














List of common shading algorithms







Add links
 









Article
Talk
 

















Read
Edit
View history
 








Tools
   


Actions  



Read
Edit
View history
 




General  



What links here
Related changes
Upload file
Special pages
Permanent link
Page information
Cite this page
Get shortened URL
Download QR code
Wikidata item
 




Print/export  



Download as PDF
Printable version
 
















Appearance
   

 






From Wikipedia, the free encyclopedia
 


This article lists common shading algorithms used in computer graphics.

Interpolation techniques[edit]

These techniques can be combined with any illumination model:

Illumination models[edit]

Realistic[edit]

The illumination models listed here attempt to model the perceived brightness of a surface or a component of the brightness in a way that looks realistic. Some take physical aspects into consideration, like for example the Fresnel equations, microfacets, the rendering equation and subsurface scattering.

Diffuse reflection[edit]

Light that is reflected on a non-metallic and/or a very rough surface gives rise to a diffuse reflection. Models that describe the perceived brightness due to diffuse reflection include:

Specular reflection[edit]

Light that is reflected on a relatively smooth surface gives rise to a specular reflection. This kind of reflection is especially strong for metal surfaces. Models that describe the perceived brightness due to specular reflection include:

Subsurface scattering[edit]

Subsurface scattering is an indirect form of reflection where some of the light is transmitted into a semi-transparent material, scattered under the surface and bounced back out again. The light that is not absorbed by the material and bounced out through the surface again gives rise to a diffuse indirect reflection, which will illuminate the surface not only where it is lit, but also in the vicinity of where the light hits, as well as on the other side of thin parts of an object. Most non-metals can transmit light to a certain degree and are therefore affected by this effect. Subsurface scattering models include:

Non-photorealistic[edit]

Non-photorealistic illumination models don't attempt to model the perceived brightness of a surface in a realistic way, but focuses expressing certain styles. They are used for example in cartoons, video games, moviesortechnical illustrations, and include:

See also[edit]


Retrieved from "https://en.wikipedia.org/w/index.php?title=List_of_common_shading_algorithms&oldid=1077139001"

Category: 
Shading
Hidden categories: 
Articles with short description
Short description is different from Wikidata
 



This page was last edited on 14 March 2022, at 18:21 (UTC).

Text is available under the Creative Commons Attribution-ShareAlike License 4.0; additional terms may apply. By using this site, you agree to the Terms of Use and Privacy Policy. Wikipedia® is a registered trademark of the Wikimedia Foundation, Inc., a non-profit organization.



Privacy policy

About Wikipedia

Disclaimers

Contact Wikipedia

Code of Conduct

Developers

Statistics

Cookie statement

Mobile view



Wikimedia Foundation
Powered by MediaWiki