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Slides - Computer Graphics and Multimedia

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Phong Shading for PBR<br />

• Interpolate normal vectors<br />

• No connectivity like for meshes<br />

• Assign linear normal field<br />

• Limited to static geometries<br />

• Splat normals into framebuffer<br />

• Deferred shading<br />

<strong>Computer</strong> <strong>Graphics</strong> Group<br />

Mario Botsch

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