Shading by Quaternion Interpolation
Files
Date issued
2005
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
The purpose of this paper is to show that linear interpolation of quaternions can be used for true Phong shading
and also for related techniques that use frames, like bump mapping and anisotropic shading. Quaternion
interpolation for shading has not been proposed in literature and the reason might be that it turns out to be mostly
of academic interest, and it will here be explained why. Furthermore some pros and cons of interpolation using
quaternions will be discussed. The effect of using this approach is that the square root in the normalization
process disappears. The square root is now implemented in modern graphics hardware in such way that it is very
fast. However for other types of platforms, especially hand held devices, the square root is computationally
expensive and any software algorithm that could produce true Phong shading without the square root might turn
out to be useful. It will be shown that linear interpolation of quaternion could be useful for bump mapping as
well. However, quaternion arithmetic operations are not implemented in modern graphics hardware, and are
therefore not useful until this is done.
Description
Subject(s)
Phongovo stínování, kvaternionová interpolace
Citation
WSCG '2005: Short Papers: The 13-th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2005 in co-operation with EUROGRAPHICS, p. 53-56.