Gouraudshading
Gouraud shading is a shading technique used in computer graphics to render smooth lighting on polygonal surfaces. It computes lighting at the vertices of each polygon using a local illumination model, typically including ambient, diffuse, and specular components. The resulting color at each vertex is then interpolated across the polygon's interior, producing a smoothly shaded appearance without computing lighting for every pixel.
Named after Henri Gouraud, who introduced the method in 1971, Gouraud shading relies on per-vertex normals,
Limitations of Gouraud shading include the potential for specular highlights to appear only at vertices, which
In practice, Gouraud shading played a foundational role in early real-time rendering and remains a useful concept