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  2. List of cel-shaded video games - Wikipedia

    en.wikipedia.org/wiki/List_of_cel-shaded_video_games

    Download as PDF; Printable version; ... This is a list of video games that use the technique of cel shading, ... PlayStation 3, Windows, Xbox 360, PlayStation Vita ...

  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. 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.

  5. Borderlands 3 - Wikipedia

    en.wikipedia.org/wiki/Borderlands_3

    Borderlands 3 is a 2019 action role-playing first-person shooter video game developed by Gearbox Software and published by 2K. It is a sequel to 2012's Borderlands 2, and the fourth entry in the main Borderlands series. Borderlands 3 was released on 13 September 2019 for PlayStation 4, Windows, and Xbox One, and released for macOS on 30

  6. Shading - Wikipedia

    en.wikipedia.org/wiki/Shading

    Shading is used traditionally in drawing for depicting a range of darkness by applying media more densely or with a darker shade for darker areas, and less densely or with a lighter shade for lighter areas. Light patterns, such as objects having light and shaded areas, help when creating the illusion of depth on paper.

  7. Computer graphics lighting - Wikipedia

    en.wikipedia.org/wiki/Computer_graphics_lighting

    Flat shading is a simple shading model with a uniform application of lighting and color per polygon. [32] The color and normal of one vertex is used to calculate the shading of the entire polygon. [18] Flat shading is inexpensive, as lighting for each polygon only needs to be calculated once per render. [32]

  8. Graphics pipeline - Wikipedia

    en.wikipedia.org/wiki/Graphics_pipeline

    The computer graphics pipeline, also known as the rendering pipeline, or graphics pipeline, is a framework within computer graphics that outlines the necessary procedures for transforming a three-dimensional (3D) scene into a two-dimensional (2D) representation on a screen. [1]

  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.