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  2. Drop shadow - Wikipedia

    en.wikipedia.org/wiki/Drop_shadow

    In photo editing or photography post-production, a drop shadow may be added right beneath a model or product in the image. It is used to create contrast between the background and the subject. To add a drop shadow, retouchers use graphic editing tools like Adobe Photoshop. Drop shadows are often used as a visual effect in e-commerce.

  3. Texture atlas - Wikipedia

    en.wikipedia.org/wiki/Texture_atlas

    In computer graphics, a texture atlas (also called a spritesheet or an image sprite in 2D game development) is an image containing multiple smaller images, usually packed together to reduce overall dimensions. [1] An atlas can consist of uniformly-sized images or images of varying dimensions. [1]

  4. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    Pixel shaders may also be applied in intermediate stages to any two-dimensional images—sprites or textures—in the pipeline, whereas vertex shaders always require a 3D scene. For instance, a pixel shader is the only kind of shader that can act as a postprocessor or filter for a video stream after it has been rasterized.

  5. Shadow mapping - Wikipedia

    en.wikipedia.org/wiki/Shadow_mapping

    Scene with shadow mapping Scene with no shadows. Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics.This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."

  6. 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.

  7. Deferred shading - Wikipedia

    en.wikipedia.org/wiki/Deferred_shading

    Diffuse Color G-Buffer Z-Buffer Surface Normal G-Buffer Final compositing (to calculate the shadows shown in this image, other techniques such as shadow mapping, shadow feelers or a shadow volume must be used together with deferred shading).

  8. Particle system - Wikipedia

    en.wikipedia.org/wiki/Particle_system

    A particle system is a technique in game physics, motion graphics, and computer graphics that uses many minute sprites, 3D models, or other graphic objects to simulate certain kinds of "fuzzy" phenomena, which are otherwise very hard to reproduce with conventional rendering techniques – usually highly chaotic systems, natural phenomena, or ...

  9. Sprite (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Sprite_(computer_graphics)

    In computer graphics, a sprite is a two-dimensional bitmap that is integrated into a larger scene, most often in a 2D video game. Originally, the term sprite referred to fixed-sized objects composited together, by hardware, with a background. [1] Use of the term has since become more general.

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