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  2. Blend modes - Wikipedia

    en.wikipedia.org/wiki/Blend_modes

    Overlay combines Multiply and Screen blend modes. [4] Where the base layer is light, the top layer becomes lighter; where the base layer is dark, the top becomes darker; where the base layer is mid grey, the top is unaffected. An overlay with the same picture looks like an S-curve.

  3. Computer graphics lighting - Wikipedia

    en.wikipedia.org/wiki/Computer_graphics_lighting

    Without lighting models, replicating lighting effects as they occur in the natural world would require more processing power than is practical for computer graphics. [14] This lighting, or illumination model's purpose is to compute the color of every pixel or the amount of light reflected for different surfaces in the scene. [ 15 ]

  4. Bloom (shader effect) - Wikipedia

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

    The effect produces fringes (or feathers) of light extending from the borders of bright areas in an image, contributing to the illusion of an extremely bright light overwhelming the camera or eye capturing the scene. It became widely used in video games after an article on the technique was published by the authors of Tron 2.0 in 2004. [1]

  5. Full screen effect - Wikipedia

    en.wikipedia.org/wiki/Full_screen_effect

    The speed of applying a full screen effect is independent of the complexity of the image. In 3D rendering applications such as video games, common full screen effects include color filters, depth of field, and full screen bloom. A color filter, for example, may desaturate an image or convert it to grayscale.

  6. List of common display resolutions - Wikipedia

    en.wikipedia.org/wiki/List_of_common_display...

    This chart shows the most common display resolutions, with the color of each resolution type indicating the display ratio (e.g., red indicates a 4:3 ratio). This article lists computer monitor, television, digital film, and other graphics display resolutions that are in common use. Most of them use certain preferred numbers.

  7. High-dynamic-range rendering - Wikipedia

    en.wikipedia.org/wiki/High-dynamic-range_rendering

    The use of high-dynamic-range imaging (HDRI) in computer graphics was introduced by Greg Ward in 1985 with his open-source Radiance rendering and lighting simulation software which created the first file format to retain a high-dynamic-range image. HDRI languished for more than a decade, held back by limited computing power, storage, and ...

  8. Transform, clipping, and lighting - Wikipedia

    en.wikipedia.org/wiki/Transform,_clipping,_and...

    However, 3D computer games of the time were producing increasingly complex scenes and detailed lighting effects much faster than the increase of CPU processing power. Nvidia's GeForce 256 was released in late 1999 and introduced hardware support for T&L to the consumer PC graphics card market. It had faster vertex processing not only due to the ...

  9. Screen-door effect - Wikipedia

    en.wikipedia.org/wiki/Screen-door_effect

    The screen-door effect (SDE) is a visual artifact of displays, where the fine lines separating pixels (or subpixels) become visible in the displayed image. This can be seen in digital projector images and regular displays under magnification or at close range, but the increases in display resolutions have made this much less significant.