No duplicate. The most efficient algorithm for calculating vertex normals from multiple triangles for shading Gouraud , since the problem of edge detection is not discussed.
How to compute the normals for each vertex in triangulated geometry, which will be used in the Gouraud shader for good display, but with edge tracking? Is there a free, quick and effective standard solution for this?
I was assigned the aforementioned task to fix a procedure that creates visible artifacts. Normals must be entered into a simple Gouraud shader to βsmoothβ the displayed geometry on a coherent surface. The subprogram should also be able to find edges so that they can subsequently be used by some other piece of software, rather than βsmoothingβ.
Data is read from .stl files that do not contain any normal information, so all face normals must be calculated using the coordinates of the triangles.
This is how geometry looks without interpolation:

This is what the interpolation algorithm does:

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