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A shadow is a dark area on a surface where light from a light source is blocked by an object. In contrast, shade occupies the three-dimensional volume behind an object with light in front of it. The cross section of a shadow is a two-dimensional silhouette, or a reverse projection of the object blocking the light.
A traditional silhouette portrait of the late 18th century. A silhouette (English: / ˌ s ɪ l u ˈ ɛ t /, [1] French:) is the image of a person, animal, object or scene represented as a solid shape of a single colour, usually black, with its edges matching the outline of the subject. The interior of a silhouette is featureless, and the ...
The antumbra (from the Latin ante "before" and umbra "shadow") is the region from which the occluding body appears entirely within the disc of the light source. An observer in this region experiences an annular eclipse , in which a bright ring is visible around the eclipsing body.
This is the same object with the lines removed; the only indication of the interior geometry are the points of the object's silhouette. This is the same object rendered with flat shading . The color of the 3 visible front faces has been set based on their angle (determined by the normal vector ) to the light sources.
Inspired by both European shadow play (ombres chinoises) and European silhouette cutting (Etienne de Silhouette and Johann Caspar Lavater), the medium of silhouette animation in film seems to have invented independently by several people at around the same time, the earliest known being the short subject The Sporting Mice (1909) by British filmmaker Charles Armstrong.
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Shadow and Bone season 2 changed a lot of key points from the books when adapting the series. Here are all the biggest differences.
One of the key disadvantages of real-time shadow mapping is that the size and depth of the shadow map determine the quality of the final shadows. This is usually visible as aliasing or shadow continuity glitches. A simple way to overcome this limitation is to increase the shadow map size, but due to memory, computational or hardware constraints ...