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Vertex normal

From Wikipedia, the free encyclopedia
Directional vector associated with a vertex
Vertex normals of adodecahedralmesh.

In thegeometry ofcomputer graphics, avertex normal at avertex of apolyhedron is a directional vector associated with a vertex, intended as a replacement to the true geometricnormal of the surface. Commonly, it is computed as thenormalized average of thesurface normals of thefaces that contain that vertex.[1][2] Theaverage can be weighted for example by the area of the face or it can be unweighted.[3][4] Vertex normals can also be computed for polygonal approximations to surfaces such asNURBS, or specified explicitly for artistic purposes. Vertex normals are used inGouraud shading,Phong shading and otherlighting models. Using vertex normals, much smoother shading thanflat shading can be achieved; however, without some modifications to topology such as support loops, it cannot produce a sharper edge.[5]

See also

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References

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  1. ^Henri Gouraud. "Continuous Shading of Curved Surfaces." IEEE Transactions on Computers, C-20(6) : 623--629 (June 1971).
  2. ^Andrew Glassner, I.6 Building vertex normals from a unstructured polygon list, in Graphics Gems IV, edited by Paul S. Heckbert, Morgan Kaufmann, 1994. pp. 60--74
  3. ^Nelson Max, Weights for Computing Vertex Normals from Facet Normals, Journal of Graphics Tools, Volume 4, Issue 2, 1999 p. 1-6
  4. ^Grit Thürrner and Charles A. Wüthrich, Computing Vertex Normals from Polygonal Facets. Journal of Graphics Tools, Volume 3, Issue 1, 1998. pp. 43-46
  5. ^Max Wagner, Generating Vertex Normals,https://web.archive.org/web/20130531101356/http://www.emeyex.com/site/tuts/VertexNormals.pdf
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