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  2. Cel shading - Wikipedia

    en.wikipedia.org/wiki/Cel_shading

    Cel shading or toon shading is a type of non-photorealistic rendering designed to make 3D computer graphics appear to be flat by using less shading color instead of a shade gradient or tints and shades. A cel shader is often used to mimic the style of a comic book or cartoon and/or give the render a characteristic paper-like texture. [1]

  3. Non-photorealistic rendering - Wikipedia

    en.wikipedia.org/wiki/Non-photorealistic_rendering

    Cartoon rendering, also called cel shading or toon shading, is a non-photorealistic rendering technique used to give 3D computer graphics a flat, cartoon-like appearance. Its defining feature is the use of distinct shading colors rather than smooth gradients, producing a look reminiscent of comic books or animated films.

  4. List of cel-shaded video games - Wikipedia

    en.wikipedia.org/wiki/List_of_cel-shaded_video_games

    Windows, Nintendo Switch, Xbox One, PlayStation 4, Xbox Series X/S, PlayStation 5: Open Roads Team: Annapurna Interactive: 2024 Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness: Windows, OS X, Linux, Xbox 360, PlayStation 3: Hothead Games: 2008 Persona 5: PlayStation 3, PlayStation 4: Atlus: 2016 (JP) 2017 (NA) Persona 5 Tactica

  5. Category:Cel-shaded animation - Wikipedia

    en.wikipedia.org/wiki/Category:Cel-shaded_animation

    Help; Learn to edit; Community portal; Recent changes; Upload file; Special pages

  6. Tint, shade and tone - Wikipedia

    en.wikipedia.org/wiki/Tint,_shade_and_tone

    A tone is produced either by mixing a color with gray, or by both tinting and shading. [1] Mixing a color with any neutral color (including black, gray, and white) reduces the chroma, or colorfulness, while the hue (the relative mixture of red, green, blue, etc., depending on the colorspace) remains unchanged.

  7. Deferred shading - Wikipedia

    en.wikipedia.org/wiki/Deferred_shading

    In the field of 3D computer graphics, deferred shading is a screen-space shading technique that is performed on a second rendering pass, after the vertex and pixel shaders are rendered. [2] It was first suggested by Michael Deering in 1988. [3] On the first pass of a deferred shader, only data that is required for shading computation is gathered.

  8. Computer graphics lighting - Wikipedia

    en.wikipedia.org/wiki/Computer_graphics_lighting

    Flat shading is a simple shading model with a uniform application of lighting and color per polygon. [32] The color and normal of one vertex is used to calculate the shading of the entire polygon. [18] Flat shading is inexpensive, as lighting for each polygon only needs to be calculated once per render. [32]

  9. List of common shading algorithms - Wikipedia

    en.wikipedia.org/wiki/List_of_common_shading...

    Subsurface scattering is an indirect form of reflection where some of the light is transmitted into a semi-transparent material, scattered under the surface and bounced back out again.

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