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  2. List of cel-shaded video games - Wikipedia

    en.wikipedia.org/wiki/List_of_cel-shaded_video_games

    Note: These franchise(s) below have significant numbers of titles with cel-shaded graphics. Atelier (Multi-decade JRPG & crafting hybrid series, started in 1997); Dragon Quest (Multi-decade franchise with JRPGs & other genres, started in 1986.

  3. 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]

  4. Category:Cel-shaded animation - Wikipedia

    en.wikipedia.org/wiki/Category:Cel-shaded_animation

    Help; Learn to edit; Community portal; Recent changes; Upload file; Special pages

  5. List of common shading algorithms - Wikipedia

    en.wikipedia.org/wiki/List_of_common_shading...

    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.

  6. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    The first shader-capable GPUs only supported pixel shading, but vertex shaders were quickly introduced once developers realized the power of shaders. The first video card with a programmable pixel shader was the Nvidia GeForce 3 (NV20), released in 2001. [3] Geometry shaders were introduced with Direct3D 10 and OpenGL 3.2.

  7. Tint, shade and tone - Wikipedia

    en.wikipedia.org/wiki/Tint,_shade_and_tone

    A tone is produced either by mixing a color with gray, or by both tinting and shading. [1] Mixing a color with any neutral color (including black, gray, and white) reduces the chroma, or colorfulness, while the hue (the relative mixture of red, green, blue, etc., depending on the colorspace) remains unchanged.

  8. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    OpenGL Shading Language (GLSL) is a high-level shading language with a syntax based on the C programming language. It was created by the OpenGL ARB (OpenGL Architecture Review Board) to give developers more direct control of the graphics pipeline without having to use ARB assembly language or hardware-specific languages.

  9. Physically based rendering - Wikipedia

    en.wikipedia.org/wiki/Physically_based_rendering

    The first successful, yet partial implementation of physically-based rendering in a video game can be found in the 2013 title Remember Me, that despite being built on a game engine not natively supporting this technology (Unreal Engine 3) was properly modified to accommodate this feature. [4]

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