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	<title>A Party to the World &#187; gouraud shading</title>
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		<title>Stanford Dragon and Gouraud Shading</title>
		<link>http://dan.lecocq.us/wordpress/2009/05/12/stanford-dragon-and-gouraud-shading/</link>
		<comments>http://dan.lecocq.us/wordpress/2009/05/12/stanford-dragon-and-gouraud-shading/#comments</comments>
		<pubDate>Tue, 12 May 2009 18:57:38 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[computer science]]></category>
		<category><![CDATA[projects]]></category>
		<category><![CDATA[school]]></category>
		<category><![CDATA[gouraud shading]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[models]]></category>
		<category><![CDATA[octtrees]]></category>
		<category><![CDATA[ray tracing]]></category>

		<guid isPermaLink="false">http://dan.lecocq.us/wordpress/?p=540</guid>
		<description><![CDATA[I recently finished up school, and part of that was finishing up my ray tracing project. At the last minute, I implemented Gouraud shading which is a technique to try to smooth out a triangulated surface. What it really does is just linearly interpolate the normal vectors, where the normal of a vertex is calculated [...]]]></description>
			<content:encoded><![CDATA[<p>I recently finished up school, and part of that was finishing up my ray tracing project.  At the last minute, I implemented Gouraud shading which is a technique to try to smooth out a triangulated surface.  What it really does is just linearly interpolate the normal vectors, where the normal of a vertex is calculated as a weighted average of the normals of the triangles using that vertex.</p>
<p>Long story short:<br />
<div id="attachment_542" class="wp-caption aligncenter" style="width: 310px"><a href="http://dan.lecocq.us/wordpress/wp-content/uploads/2009/05/bunny1.png"><img src="http://dan.lecocq.us/wordpress/wp-content/uploads/2009/05/bunny1-300x300.png" alt="A render of the Stanford bunny with my raytracer without Gouraud shading." title="bunny_flat" width="300" height="300" class="size-medium wp-image-542" /></a><p class="wp-caption-text">A render of the Stanford bunny with my raytracer without Gouraud shading.</p></div></p>
<div id="attachment_543" class="wp-caption aligncenter" style="width: 310px"><a href="http://dan.lecocq.us/wordpress/wp-content/uploads/2009/05/bunnysmooth.png"><img src="http://dan.lecocq.us/wordpress/wp-content/uploads/2009/05/bunnysmooth-300x300.png" alt="A render of the Stanford bunny with smooth Gouraud shading." title="bunnysmooth" width="300" height="300" class="size-medium wp-image-543" /></a><p class="wp-caption-text">A render of the Stanford bunny with smooth Gouraud shading.</p></div>
<p>Also, thanks to an improvement in my parallelization of the problem and a speedup in octtree traversal, I was able to render the Stanford dragon model (~1 million triangles):</p>
<div id="attachment_544" class="wp-caption aligncenter" style="width: 310px"><a href="http://dan.lecocq.us/wordpress/wp-content/uploads/2009/05/dragon.png"><img src="http://dan.lecocq.us/wordpress/wp-content/uploads/2009/05/dragon-300x168.png" alt="The Stanford dragon model." title="dragon" width="300" height="168" class="size-medium wp-image-544" /></a><p class="wp-caption-text">The Stanford dragon model.</p></div>
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