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  2. Three-point lighting - Wikipedia

    en.wikipedia.org/wiki/Three-point_lighting

    Three-point lighting is a standard method used in visual media such as theatre, video, film, still photography, computer-generated imagery and 3D computer graphics. [1] By using three separate positions, the photographer can illuminate the shot's subject (such as a person) however desired, while also controlling (or eliminating) the shading and ...

  3. Computer graphics lighting - Wikipedia

    en.wikipedia.org/wiki/Computer_graphics_lighting

    Computer graphics lighting is the collection of techniques used to simulate light in computer graphics scenes. While lighting techniques offer flexibility in the level of detail and functionality available, they also operate at different levels of computational demand and complexity .

  4. Transform, clipping, and lighting - Wikipedia

    en.wikipedia.org/wiki/Transform,_clipping,_and...

    Hardware T&L had been used by arcade game system boards since 1993, [1] and by home video game consoles since the Sega Genesis's Virtua Processor (SVP), Sega Saturn's SCU-DSP and Sony PlayStation's GTE in 1994 and the Nintendo 64's RSP in 1996, though it wasn't traditional hardware T&L, but still software T&L running on a coprocessor instead of the main CPU, and could be used for rudimentary ...

  5. Bias lighting - Wikipedia

    en.wikipedia.org/wiki/Bias_lighting

    The purpose of bias lighting is to reduce the perceived brightness of the display as a result of the contrast with the slightly illuminated area around it. [1] This reduces the eye strain and fatigue that occurs when viewing a bright display against a very dark background for an extended time, [1] and increases the perceived blackness, perceived highlights, and overall contrast of the display.

  6. Per-pixel lighting - Wikipedia

    en.wikipedia.org/wiki/Per-pixel_lighting

    Real-time applications, such as video games, usually implement per-pixel lighting through the use of pixel shaders, allowing the GPU hardware to process the effect. The scene to be rendered is first rasterized onto a number of buffers storing different types of data to be used in rendering the scene, such as depth, normal direction, and diffuse color.

  7. QuickCam - Wikipedia

    en.wikipedia.org/wiki/QuickCam

    Logitech 720p Webcam C905 V-UBU48 860-000108 2007 Notebook/General 1600 × 1200 video, 8.0 Mpixel still photo Auto 78 cm USB cord. Comes with 30 weighted base and mounting stalk. RightLight2 lighting correction. Logitech QuickCam Pro 9000 V-UBM46 860-000109 960-000313 2007 High-End 1600 × 1200 @ 30 frame/s video, 8.0 Mpixel still photo Auto

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    mail.aol.com

    Get AOL Mail for FREE! Manage your email like never before with travel, photo & document views. Personalize your inbox with themes & tabs. You've Got Mail!

  9. Simple and Fast Multimedia Library - Wikipedia

    en.wikipedia.org/wiki/Simple_and_Fast_Multimedia...

    SFML provides the basic functions on which higher-level software can be built. Add-on libraries exist that provide added support for graphical user interfaces (GUIs), [ 9 ] [ 10 ] 2D lighting , [ 11 ] particle systems and animation , [ 12 ] video playback [ 13 ] and tilemaps .