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  2. Self-shadowing - Wikipedia

    en.wikipedia.org/wiki/Self-shadowing

    Self-Shadowing is a computer graphics lighting effect, used in 3D rendering applications such as computer animation and video games.Self-shadowing allows non-static objects in the environment, such as game characters and interactive objects (buckets, chairs, etc.), to cast shadows on themselves and each other.

  3. Ambient occlusion - Wikipedia

    en.wikipedia.org/wiki/Ambient_occlusion

    3D animation of ambient occlusion enabled on the animation to the right. In the absence of hardware-assisted ray traced ambient occlusion, real-time applications such as computer games can use screen space ambient occlusion (SSAO) techniques such as horizon-based ambient occlusion including HBAO and ground-truth ambient occlusion (GTAO) as a faster approximation of true ambient occlusion ...

  4. Looming and similar refraction phenomena - Wikipedia

    en.wikipedia.org/wiki/Looming_and_similar...

    Looming of the Canadian coast as seen from Rochester, New York, on April 16, 1871. Looming is the most noticeable and most often observed of these refraction phenomena. It is an abnormally large refraction of the object that increases the apparent elevation of the distant objects and sometimes allows an observer to see objects that are located below the horizon under normal conditions.

  5. Shadow person - Wikipedia

    en.wikipedia.org/wiki/Shadow_person

    A shadow person (also known as a shadow figure or black mass) is the perception of shadow as a living species, humanoid figure, sometimes interpreted as the presence of a spirit or other entity by believers in the paranormal or supernatural.

  6. List of Fullmetal Alchemist: Brotherhood episodes - Wikipedia

    en.wikipedia.org/wiki/List_of_Fullmetal...

    Fullmetal Alchemist: Brotherhood (鋼の錬金術師 FULLMETAL ALCHEMIST, Hagane no Renkinjutsushi [a]), is the second independent anime television series adaptation produced by Bones and Aniplex based on the Fullmetal Alchemist manga series by Hiromu Arakawa. [1]

  7. Shadow volume - Wikipedia

    en.wikipedia.org/wiki/Shadow_volume

    Shadow volume is a technique used in 3D computer graphics to add shadows to a rendered scene. It was first proposed by Frank Crow in 1977 [1] as the geometry describing the 3D shape of the region occluded from a light source. A shadow volume divides the virtual world in two: areas that are in shadow and areas that are not.

  8. Deferred shading - Wikipedia

    en.wikipedia.org/wiki/Deferred_shading

    DirectX 10 introduced features allowing shaders to access individual samples in multi-sampled render targets (and depth buffers in version 10.1), giving users of this API access to hardware anti-aliasing in deferred shading. These features also allow them to correctly apply HDR luminance mapping to anti-aliased edges, where in earlier versions ...

  9. Glory (optical phenomenon) - Wikipedia

    en.wikipedia.org/wiki/Glory_(optical_phenomenon)

    Glory around the shadow of a plane. The position of the glory's centre shows that the observer was in front of the wings. A glory is an optical phenomenon, resembling an iconic saint's halo around the shadow of the observer's head, caused by sunlight or (more rarely) moonlight interacting with the tiny water droplets that comprise mist or clouds.

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