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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. 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

  4. 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.

  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. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    OpenGL Shading Language (GLSL) is a high-level shading language with a syntax based on the C programming language. It was created by the OpenGL ARB (OpenGL Architecture Review Board) to give developers more direct control of the graphics pipeline without having to use ARB assembly language or hardware-specific languages.

  7. Computer graphics lighting - Wikipedia

    en.wikipedia.org/wiki/Computer_graphics_lighting

    Next, the shading of the edges between the vertices is calculated by interpolating between the vertex values. [2] Finally, the shading inside of the polygon is calculated as an interpolation of the surrounding edge values. [2] Gouraud shading generates a smooth lighting effect across the 3D model's surface. [2]

  8. 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.

  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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