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  2. Full screen effect - Wikipedia

    en.wikipedia.org/wiki/Full_screen_effect

    The speed of applying a full screen effect is independent of the complexity of the image. In 3D rendering applications such as video games, common full screen effects include color filters, depth of field, and full screen bloom. A color filter, for example, may desaturate an image or convert it to grayscale.

  3. Shadow mapping - Wikipedia

    en.wikipedia.org/wiki/Shadow_mapping

    In a shader implementation, this test would be done at the fragment level. Also, care needs to be taken when selecting the type of texture map storage to be used by the hardware: if interpolation cannot be done, the shadow will appear to have a sharp, jagged edge (an effect that can be reduced with greater shadow map resolution).

  4. Bloom (shader effect) - Wikipedia

    en.wikipedia.org/wiki/Bloom_(shader_effect)

    Bloom (sometimes referred to as light bloom or glow) is a computer graphics effect used in video games, demos, and high-dynamic-range rendering (HDRR) to reproduce an imaging artifact of real-world cameras. The effect produces fringes (or feathers) of light extending from the borders of bright areas in an image, contributing to the illusion of ...

  5. Screen space ambient occlusion - Wikipedia

    en.wikipedia.org/wiki/Screen_space_ambient_occlusion

    Screen space ambient occlusion (SSAO) is a computer graphics technique for efficiently approximating the ambient occlusion effect in real time. It was developed by Vladimir Kajalin while working at Crytek and was used for the first time in 2007 by the video game Crysis , also developed by Crytek.

  6. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    However, pixel shaders do have knowledge of the screen coordinate being drawn, and can sample the screen and nearby pixels if the contents of the entire screen are passed as a texture to the shader. This technique can enable a wide variety of two-dimensional postprocessing effects such as blur, or edge detection/enhancement for cartoon/cel shaders.

  7. Stencil buffer - Wikipedia

    en.wikipedia.org/wiki/Stencil_buffer

    Specifically, one way to achieve this effect stencil buffer is to multiply the volume of the shadow, and that as the copies, respectively are scaled according to a geometric series with a low magnification, e.g.,. 1.04. The Center of scaling can be the center of gravity of the polygon that represents the top volume.

  8. These 55 Printable Pumpkin Stencils Make Carving Easier ... - AOL

    www.aol.com/55-printable-pumpkin-stencils...

    This Halloween 2024, use these printable pumpkin stencils and free, easy carving patterns for the scariest, silliest, most unique, and cutest jack-o’-lanterns.

  9. 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.

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