Gouraud Shading
1971, Henri Gouraud's continuous shading method

Prompt
Apply a Gouraud Shading effect, rebuilding existing forms as low-polygon computer graphics with smoothly interpolated vertex colors. Use broad lighting gradients, muted diffuse surfaces, occasional triangular tonal transitions, and softened or missing small highlights; retain slightly angular silhouettes and a simple, clean background treatment. Keep the original subject and composition.
Identify
You see a 3D computer model with smooth, gradient-like surfaces instead of blocky facets. The colors blend seamlessly across the shape.
Principle
Software calculates lighting only at the corners of a flat polygon1. It then blends these colors evenly across the surface.
Example
Henri Gouraud: Sylvia's Face (first smooth-shaded 3D facial model), 1971.
Try it out
Look closely at an older 3D video game character. Notice how surfaces seem curved until you spot the straight, jagged outer edges.
Background
In the early days of computer graphics, 3D objects were built from flat triangles or polygons. Early rendering2 simply colored each polygon with a single flat shade. This created very blocky, faceted shapes. In 1971, Henri Gouraud invented a faster way to make these faceted objects look smoothly curved. His method calculated the light bouncing off the vertices3, which are the corners of each shape. The computer then smoothly blended those colors across the flat face. This optical trick saved immense computing power. It became a standard hardware feature in 3D graphics cards throughout the 1990s.
Distinction
Flat shading gives every polygon a single solid color. Phong shading calculates light at every single pixel, capturing precise glossy highlights that Gouraud shading misses.
Aftermath
It reveals how clever mathematical approximations can fool the human eye while saving massive amounts of computing power.
Further examples · 6 images





Question
Why does a Gouraud-shaded object still look blocky on its outer silhouette?
Show possible answer +Hide answer −
The shading only smooths the colors on the interior surfaces. The actual geometry remains a collection of flat, straight-edged polygons.