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Everything about Vertex normal

Directional vector associated with a vertex

In the geometry of computer graphics, a vertex normal at a vertex of a polyhedron is a directional vector associated with a vertex, intended as a replacement to the true geometric normal of the surface. Commonly, it is computed as the normalized average of the surface normals of the faces that contain that vertex. The average can be weighted for example by the area of the face or it can be unweighted. Vertex normals can also be computed for polygonal approximations to surfaces such as NURBS, or specified explicitly for artistic purposes. Vertex normals are used in Gouraud shading, Phong shading and other lighting models. Using vertex normals, much smoother shading than flat shading can be achieved; however, without some modifications to topology such as support loops, it cannot produce a sharper edge. Wikipedia →

🧭 Start here: a 6-step reading path

  1. Read the overview: Vertex normalA 5-minute orientation
  2. Skim a recent paper: Linear viscoelastic response of the vertex model with internal and external dissipation: Normal modes analysisInfluential work since 2022
  3. Pick up a classic book: Discrete and combinatorial mathematicsThe most-reprinted book on the subject
  4. Read the landmark paper: A comparison of algorithms for vertex normal computationCited 108 times
  5. Go sideways: Gouraud shadingA closely related topic
  6. Go sideways: ShadingA closely related topic

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