Phongshading
Phong shading is a computer graphics technique used to produce smooth-looking surfaces by computing lighting at the pixel level while interpolating surface normals across polygonal faces. Named after Bui Tuong Phong, the method contrasts with per-vertex shading approaches by evaluating the illumination model at every pixel rather than at polygon vertices.
In Phong shading, normals are defined at the vertices of a polygon and then interpolated across the
I = k_a * I_a + k_d * max(0, N · L) * I_l + k_s * max(0, R · V)^n * I_l
where N is the interpolated normal, L is the light direction, R is the reflection of L
Compared with Gouraud shading, which interpolates color across vertices and computes lighting only at those vertices,
Applications of Phong shading include real-time graphics, educational demonstrations of lighting, and any scenario where smooth