Question: In this assignment, you are required to implement shading programs (vertex shader & fragment shader) under Shader Maker (a simple, cross-platform GLSL editor). 2. 3.
In this assignment, you are required to implement shading programs (vertex shader & fragment shader) under Shader Maker (a simple, cross-platform GLSL editor).

2. 3. 4. Write a vertex shader and a fragment shader to implement the Gouraud shading method (compute the empirical illumination model on vertices and then interpolate colors). (4pt) Write a vertex shader and a fragment shader to implement the Phong shading method (interpolate normals for a fragment and compute the empirical illumination model on each point). (4pt) Modify your Phong shader to compute the specular component with the Blinn variation (N H) and compare the result with your previous Phong shader (compute specular by V.R). Please use "Sphere" as test model in your comparison result. In your report, show the comparison result and analyze the difference with respect to the shininess value. (4pt) 2. 3. 4. Write a vertex shader and a fragment shader to implement the Gouraud shading method (compute the empirical illumination model on vertices and then interpolate colors). (4pt) Write a vertex shader and a fragment shader to implement the Phong shading method (interpolate normals for a fragment and compute the empirical illumination model on each point). (4pt) Modify your Phong shader to compute the specular component with the Blinn variation (N H) and compare the result with your previous Phong shader (compute specular by V.R). Please use "Sphere" as test model in your comparison result. In your report, show the comparison result and analyze the difference with respect to the shininess value. (4pt)
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