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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]
Printable version; In other projects Wikidata item; ... This is a list of video games that use the technique of cel shading, organized alphabetically by name.
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Subsurface scattering is an indirect form of reflection where some of the light is transmitted into a semi-transparent material, scattered under the surface and bounced back out again.
An example of two kinds of shadings: Flat shading on the left and Phong shading on the right. Phong shading is an improvement on Gouraud shading, and was one of the first computer shading models developed after the basic flat shader, greatly enhancing the appearance of curved surfaces in renders.
A tone is produced either by mixing a color with gray, or by both tinting and shading. [1] Mixing a color with any neutral color (including black, gray, and white) reduces the chroma, or colorfulness, while the hue (the relative mixture of red, green, blue, etc., depending on the colorspace) remains unchanged.
The latter are not linear operators because a bar cell does not respond when seeing a bar which is part of a periodic grating, and a grating cell does not respond when seeing an isolated bar. Using the mathematical Gabor model with sine and cosine components (phases), complex cells are modeled by computing the modulus of complex Gabor responses ...
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.