(v) A rendering method that uniformly adjusts the value of a surface color based on its orientation to the light. This method is considered the simplest shading method since it only requires the calculation of a single surface normal.
Refers to a primitive colored with a single, constant color across its extent, rather than smoothly interpolated colors across the primitive. See Gouraud shading.
A method in 3D rendering where each polygon is made using only 1 colour. This would be created in real life by a strong light directly in front of an object as to create no shadows. This is fast performance, but and unrealistic approach.
The flat shading method is also called constant shading. For rendering, it assigns a uniform colour throughout an entire polygon. This shading results in the lowest quality, an object surface with a faceted appearance and a visible underlying geometry that looks 'blocky'. (Sega Model 1 and Namco System 21)
The simplest of shading models in that it doesn't calculate the effects of light sources. Each polygon in the object is assigned a single color.
A uniform shading in which one value is applied to each facet of a polygon.
The most basic shading technique, in which the entire object is only one color. This causes the image to appear blocky.
The simplest form of 3D shading which fills polygons with one colour. Processor overheads are negligible and 3D games will allow the graphics to be stripped down to flat shading to improve the frame rate.
Each polygon is drawn in a single color representing the interaction of light with that part of the object. Flat shading results in a faceted appearance where the underlying geometry is visible.
A fast rendering algorithm that simply gives each facet of an object a single color. It yields a solid representation of objects without taking a long time to render. Pressing ZKEY switches to flat shading in Blender.