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List of common shading algorithms

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Record originEnglish Wikipedia
Text licenseCC BY-SA 4.0
Source revisionMar 26, 2026
Entity authorityQ6612071
Source-derived summary

This article lists common shading algorithms used in computer graphics.

Interpolation techniques

These techniques can be combined with any illumination model:

Flat shading

Gouraud shading

Phong shading

Illumination models

Realistic

The illumination models listed here attempt to model the perceived brightness of a surface or a component of the brightness in a way that looks realistic. Some take physical aspects into consideration, like for example the Fresnel equations, microfacets, the rendering equation and subsurface scattering.

Diffuse reflection

Light that is reflected on a non-metallic and/or a very rough surface gives rise to a diffuse reflection. Models that describe the perceived brightness due to diffuse reflection include:

Lambert

Oren–Nayar (Rough opaque diffuse surfaces)

Minnaert

Specular reflection

Light that is reflected on a relatively smooth surface gives rise to a specular reflection. This kind of reflection is especially strong for metal surfaces. Models that describe the perceived brightness due to specular reflection include:

Phong

Blinn–Phong

Cook–Torrance (microfacets)

Ward anisotropic

Subsurface scattering

Subsurface scattering is an indirect form of reflection where some of the light is transmitted into a semi-transparent material, scattered under the surface and bounced back out again. The light that is not absorbed by the material and bounced out through the surface again gives rise to a diffuse indirect reflection, which will illuminate the surface not only where it is lit, but also in the vicinity of where the light hits, as well as on the other side of thin parts of an object. Most non-metals can transmit light to a certain degree and are therefore affected by this effect. Subsurface scattering models include:

Hanrahan–Krueger model of subsurface scattering

Non-photorealistic

Non-photorealistic rendering favors stylization and artistic control over physically accurate depiction, using illumination and shading to provide a desired visual impression.

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This entry incorporates text from List of common shading algorithms” on English Wikipedia. Contributors are listed in the page history. Text is available under the Creative Commons Attribution-ShareAlike 4.0 License. Selected authority identifiers and statements are retrieved from Wikidata under CC0; their references and qualifiers remain part of the verification path.