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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]
This is a list of video games that use the technique of cel shading, organized alphabetically by name. ... Hudson Soft: Sega: 2001 Bomb Rush Cyberfunk:
Cel shading, a non-photorealistic rendering method of computer graphics to give it a feeling that it is drawn on a cel; Traditional animation: information about the process of using cels to produce animation and has a section about cels and xerography, APT, etc.
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.
Phong shading is similar to Gouraud shading, except that instead of interpolating the light intensities the normals are interpolated between the vertices and the lighting is evaluated per-pixel. Thus, the specular highlights are computed much more precisely than in the Gouraud shading model. Compute a normal N for each vertex of the polygon.
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An example of two kinds of shadings: Flat shading on the left and Phong shading on the right. Phong shading is an improvement on Gouraud shading, and was one of the first computer shading models developed after the basic flat shader, greatly enhancing the appearance of curved surfaces in renders.