is a three‐dimensional graphics directive that specifies that faces of polygons and other filled graphics objects are to be drawn to reflect as a smooth surface using a normal‐vector average shading.
uses the attenuation factor d for the diffuse light.
uses the attenuation factor s for the specular light.
uses the attenuation factor a for the ambient light.
- GouraudShading is also known as per‐vertex shading.
- GouraudShading is typically used to achieve smooth lighting on low-polygon surfaces.
- The final colors are computed from the averages of the surface normals at the vertices of the polygons and the luminosity of the color resulting from standard shading.
- GouraudShading[d,s,a] specifies that the diffuse light on a 3D surface should be attenuated by a factor d, the specular light by s and the ambient light by a.
- GouraudShading is effectively equivalent to GouraudShading[1,1,1].
- The setting Lighting"Accent" uses a directional light and faithfully reproduces colors on the surface.
- The basic shading models FlatShading, GouraudShading and PhongShading compared:
Examplesopen allclose all
Basic Examples (3)
Basic Uses (5)
GouraudShading with no arguments uses similar calculations as the default system shader:
Basic Applications (2)
Properties & Relations (3)
Possible Issues (1)
Interactive Examples (1)
Interactively drag the light position while rendering a triangle with GouraudShading applied. Notice that the color of the triangle is calculated by interpolating the light values at its corners:
Wolfram Research (2022), GouraudShading, Wolfram Language function, https://reference.wolfram.com/language/ref/GouraudShading.html.
Wolfram Language. 2022. "GouraudShading." Wolfram Language & System Documentation Center. Wolfram Research. https://reference.wolfram.com/language/ref/GouraudShading.html.
Wolfram Language. (2022). GouraudShading. Wolfram Language & System Documentation Center. Retrieved from https://reference.wolfram.com/language/ref/GouraudShading.html