per-vertex shading
[/pɜr ˈvɜrtɛks ˈʃeɪdɪŋ/]
noun
sombreamento por vértice
1. A computer graphics technique where color and lighting calculations are performed at each vertex of a 3D mesh, with the results interpolated across the surface of polygons
Per-vertex shading was commonly used in early 3D games to balance visual quality and performance.
O sombreamento por vértice era comumente usado em jogos 3D antigos para equilibrar qualidade visual e desempenho.
2. Also known as Gouraud shading; a rendering method that calculates lighting values at polygon vertices and interpolates them across the polygon surface
Modern graphics cards support per-vertex shading for efficient real-time rendering.
Os processadores gráficos modernos suportam sombreamento por vértice para renderização eficiente em tempo real.
Per-vertex shading is a foundational concept in computer graphics terminology used globally in technical education, game development, and 3D rendering industries. The term is consistently used in both English and Portuguese technical documentation without significant regional variation. It represents a historical milestone in real-time graphics, making it frequently referenced in discussions of graphics API evolution (OpenGL, DirectX) and game engine development.
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