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Shading by Quaternion Interpolation
Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Centre for Image Analysis. Uppsala University, Disciplinary Domain of Science and Technology, Mathematics and Computer Science, Department of Information Technology, Computerized Image Analysis. (University of Gävle)
2005 (English)In: WSCG2005, 2005, 53-56 p.Conference paper, Published paper (Refereed)
Abstract [en]

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.

Place, publisher, year, edition, pages
2005. 53-56 p.
National Category
Computer and Information Science
Identifiers
URN: urn:nbn:se:uu:diva-76168ISBN: 80-903100-9-5 (print)OAI: oai:DiVA.org:uu-76168DiVA: diva2:104080
Available from: 2006-02-27 Created: 2006-02-27 Last updated: 2010-03-10Bibliographically approved

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