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  2. Shading - Wikipedia

    en.wikipedia.org/wiki/Shading

    Shading alters the colors of faces in a 3D model based on the angle of the surface to a light source or light sources. The first image below has the faces of the box rendered, but all in the same color. Edge lines have been rendered here as well which makes the image easier to see. The second image is the same model rendered without edge lines.

  3. Sfumato - Wikipedia

    en.wikipedia.org/wiki/Sfumato

    He described sfumato as "without lines or borders, in the manner of smoke". [ 1 ] According to the theory of the art historian Marcia B. Hall , [ 2 ] which has gained considerable acceptance, [ 3 ] sfumato is one of four modes of painting colours available to Italian High Renaissance painters, along with cangiante , chiaroscuro , and unione .

  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. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    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.

  6. 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]

  7. Computer representation of surfaces - Wikipedia

    en.wikipedia.org/wiki/Computer_representation_of...

    Shading can then be added to the facets, possibly with blending between the regions for a smoother display. Shading can also be static or dynamic. A lower quality of shading is typically used for dynamic shading, while high quality shading, with multiple light sources, textures, etc., requires a delay for rendering.

  8. Hidden-line removal - Wikipedia

    en.wikipedia.org/wiki/Hidden-line_removal

    Any hidden-line algorithm has to determine the union of Θ(n) hidden intervals on n edges in the worst case. As Ω( n log n ) is a lower bound for determining the union of n intervals, [ 13 ] it appears that the best one can hope to achieve is Θ( n 2 log n ) worst-case time, and hence Nurmi's algorithm is optimal.

  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.