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geometry Geometry (; ) is a branch of mathematics concerned with properties of space such as the distance, shape, size, and relative position of figures. Geometry is, along with arithmetic, one of the oldest branches of mathematics. A mathematician w ...
of
computer graphics Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. ...
, a vertex normal at a vertex of a
polyhedron In geometry, a polyhedron (: polyhedra or polyhedrons; ) is a three-dimensional figure with flat polygonal Face (geometry), faces, straight Edge (geometry), edges and sharp corners or Vertex (geometry), vertices. The term "polyhedron" may refer ...
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 normal In geometry, a normal is an object (e.g. a line, ray, or vector) that is perpendicular to a given object. For example, the normal line to a plane curve at a given point is the infinite straight line perpendicular to the tangent line to the ...
s 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 Non-uniform rational basis spline (NURBS) is a mathematical model using basis splines (B-splines) that is commonly used in computer graphics for representing curves and surfaces. It offers great flexibility and precision for handling both analy ...
, 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 Shading refers to the depiction of depth perception in 3D models (within the field of 3D computer graphics) or illustrations (in visual art) by varying the level of darkness. Shading tries to approximate local behavior of light on the object's ...
can be achieved; however, without some modifications to topology such as support loops, it cannot produce a sharper edge.Max Wagner, Generating Vertex Normals, https://web.archive.org/web/20130531101356/http://www.emeyex.com/site/tuts/VertexNormals.pdf


See also

* Specular highlight * Per-pixel lighting


References

Shading {{Compu-graphics-stub pt:Normal de Vértice