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  2. Bloom (shader effect) - Wikipedia

    en.wikipedia.org/wiki/Bloom_(shader_effect)

    Blooming in a CCD image. Bloom in digital cameras is caused by an overflow of charge in the photodiodes, which are the light-sensitive elements in the camera's image sensor. [3]

  3. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    This shader works by replacing all light areas of the image with white, and all dark areas with a brightly colored texture. In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as shading.

  4. Texture splatting - Wikipedia

    en.wikipedia.org/wiki/Texture_splatting

    Example of texture splatting, except an additional alphamap is applied. In computer graphics, texture splatting is a method for combining different textures.It works by applying an alphamap (also called a "weightmap" or a "splat map") to the higher levels, thereby revealing the layers underneath where the alphamap is partially or completely transparent.

  5. Night-vision device - Wikipedia

    en.wikipedia.org/wiki/Night-vision_device

    The effect on the natural night vision of the eye is evident A standard telescopic sight augmented with a night-vision device in front on the M110. Note that in addition to the image intensifier, the NVD gathers much more light by its much larger aperture A 1PN51-2 night-vision reticle with markings for range estimation First-person view ...

  6. Night vision - Wikipedia

    en.wikipedia.org/wiki/Night_vision

    A specific type of NVD, the night vision goggle (NVG) is a night vision device with dual eyepieces. The device can utilize either one intensifier tube with the same image sent to both eyes, or a separate image intensifier tube for each eye. Night vision goggles combined with magnification lenses constitutes night vision binoculars.

  7. Shading - Wikipedia

    en.wikipedia.org/wiki/Shading

    This image has no shading on its faces, but instead uses edge lines (also known as wireframe) to separate the faces and a bolder outline to separate the object from the background. This is the same object with the lines removed; the only indication of the interior geometry are the points of the object's silhouette .

  8. Spherical harmonic lighting - Wikipedia

    en.wikipedia.org/wiki/Spherical_harmonic_lighting

    Spherical harmonic (SH) lighting is a family of real-time rendering techniques that can produce highly realistic shading and shadowing with comparatively little overhead. . All SH lighting techniques involve replacing parts of standard lighting equations with spherical functions that have been projected into frequency space using the spherical harmonics as a b

  9. Cel shading - Wikipedia

    en.wikipedia.org/wiki/Cel_shading

    Cel-shaded rendering of two isosurfaces of the probability density of a particle in a box. The cel-shading process starts with a typical 3D model.Where cel-shading differs from conventional rendering is in its non-photorealistic shading algorithm.

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