H 178 / 3211970s

Phong Shading

1973, Bui Tuong Phong's illumination model

Typeface · Nova Mono

Flat, Gouraud, and Phong Shading Compared. Three blue spheres compare flat, Gouraud, and Phong shading, progressing from visible facets to a smooth surface with a compact highlight.
Flat, Gouraud, and Phong Shading Compared. Three blue spheres compare flat, Gouraud, and Phong shading, progressing from visible facets to a smooth surface with a compact highlight.Davi.trip · CC BY-SA 4.0 · via Wikimedia CommonsView source ↗

Prompt

Apply a Phong Shading effect, rendering existing forms as smooth early computer-generated solids with glossy plastic surfaces and tight, bright specular highlights. Use continuously curved lighting gradients, simple directional illumination, restrained ambient shadows, clean silhouettes, and minimal texture or environmental reflections. Keep the original subject and composition.

Identify

You see smooth, 3D computer models with tight, bright spots of reflected light. These shiny highlights curve naturally across the object's surface.

Principle

The computer calculates how light bounces for every single pixel. It interpolates1 the surface orientation2 across flat polygons to simulate curves.

Example

Martin Newell: Utah Teapot, 1975.

Try it out

Look closely at a glossy plastic object like a computer mouse. Notice how the bright spot moves naturally as you turn it.

Background

In the early 1970s, 3D computer graphics looked clunky and flat. Objects were made of flat geometric panels. Early methods softened the edges between panels, but objects still looked dull. In 1973, Bui Tuong Phong changed this while working at the University of Utah. He realized glossy materials needed sharp reflections of the light source. His math calculated the surface angle for every pixel. This allowed digital objects to look like shiny plastic. It revolutionized 3D graphics by adding realistic specular highlights3.

Distinction

Gouraud shading only calculates light at polygon corners and blurs the colors inward. Phong shading calculates light for every pixel, allowing sharp reflections.

Aftermath

It teaches that calculating lighting per pixel creates much more realistic 3D materials than calculating per corner.

Further examples · 7 images

Gray Sphere with Concentrated Specular Highlight
02 Gray Sphere with Concentrated Specular HighlightA gray rendered sphere carries a concentrated white highlight surrounded by a smooth falloff of light. This isolated rendering clearly illustrates the smooth surface lighting and localized specular response associated with Phong shading.PantheraLeo1359531 · CC0 · Wikimedia Commons
Smooth-Shaded Teapot with Fractal Decoration
03 Smooth-Shaded Teapot with Fractal DecorationA dark computer-rendered teapot carries a fiery fractal pattern, with a pale highlight running down its curved body. The smoothly varying surface shading and localized sheen illustrate the rounded appearance produced by Phong shading, although the decorative texture dominates the view.derivative work: Dhatfield (talk) Utah_teapot_surreal.png: Dhatfield · CC BY-SA 3.0 · Wikimedia Commons
Rendered Teapots with Smooth Specular Highlights
04 Rendered Teapots with Smooth Specular HighlightsThree computer-rendered teapots stand on a wooden surface, with a transparent green vessel in front of white and charcoal examples. The opaque teapots display smooth tonal transitions and concentrated highlights characteristic of Phong shading, while the foreground glass emphasizes separate reflection and refraction effects.Morn · CC0 · Wikimedia Commons
AI illustration: Early Computer Graphics Specular Sphere
05 AI illustration: Early Computer Graphics Specular SphereA smooth monochromatic sphere is displayed on a CRT monitor, featuring a distinct, concentrated specular highlight. This clearly demonstrates the interpolation of surface normals to create a realistic light reflection on a curved computer-generated geometry.Illustration generated for the Atlas (AI)
AI illustration: Shaded Torus Demonstrating Specular Highlights
06 AI illustration: Shaded Torus Demonstrating Specular HighlightsThis print shows a torus where the inner surface is rendered with smooth gradients and a sharp light spot. The transition from faceted edges to a smooth, shiny center illustrates how the shading algorithm manages light across polygonal meshes.Illustration generated for the Atlas (AI)
AI illustration: Smooth Shading on Complex Human Head Model
07 AI illustration: Smooth Shading on Complex Human Head ModelA human head model on a vintage display shows bright, pinpoint highlights on the forehead and nose. The way the light curves naturally across the complex facial features identifies the per-pixel calculation characteristic of this shading technique.Illustration generated for the Atlas (AI)

Question

Why do older 3D games use Gouraud shading instead of Phong shading?

Show possible answer +

Calculating lighting for every single pixel requires massive computing power. Early computers and game consoles were simply not fast enough.

Sources