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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]
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.
Both simple and complex cells are linear operators and are seen as filters because they respond selectively to a large number of patterns. However, it has been claimed that the Gabor model does not conform to the anatomical structure of the visual system as it short-cuts the LGN and uses the 2D image as it is projected on the retina .
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.
Family Guy Video Game! PlayStation 2, PlayStation Portable, Xbox: High Voltage Software: 2K Games: 2006 Family Guy: Back to the Multiverse: PlayStation 3, Xbox 360, Windows: Heavy Iron Studios: Activision: 2012 Fat Princess: PlayStation 3, PlayStation Portable: Sony Computer Entertainment: 2009 Fatal/Fake: Windows: Light's: 2005 Fire Emblem ...
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.
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 ...
Cg (short for C for Graphics) and High-Level Shader Language (HLSL) are two names given to a high-level shading language developed by Nvidia and Microsoft for programming shaders. Cg/HLSL is based on the C programming language and although they share the same core syntax, some features of C were modified and new data types were added to make Cg ...