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The majority of NPR techniques applied to 3D geometry are intended to make the scene appear two-dimensional. NPR techniques for 3D images include cel shading and Gooch shading. Many methods can be used to draw stylized outlines and strokes from 3D models, including occluding contours and Suggestive contours. [7]
This article lists common shading algorithms used in computer graphics. Interpolation techniques. These techniques can be combined with any illumination model:
Shading refers to the depiction of depth perception in 3D models (within the field of 3D computer graphics) or illustrations (in visual art) by varying the level of darkness. [1] Shading tries to approximate local behavior of light on the object's surface and is not to be confused with techniques of adding shadows, such as shadow mapping or ...
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]
Drawing is a means of making an image, illustration or graphic using any of a wide variety of tools and techniques available online and offline. It generally involves making marks on a surface by applying pressure from a tool, or moving a tool across a surface using dry media such as graphite pencils , pen and ink , inked brushes , wax color ...
A typical three-point lighting setup. Three-point lighting is a standard method used in visual media such as theatre, video, film, still photography, computer-generated imagery and 3D computer graphics. [1]
Hatching (French: hachure) is an artistic technique used to create tonal or shading effects by drawing (or painting or scribing) closely spaced parallel lines.When lines are placed at an angle to one another, it is called cross-hatching.
Optical ray tracing describes a method for producing visual images constructed in 3-D computer graphics environments, with more photorealism than either ray casting or scanline rendering techniques. It works by tracing a path from an imaginary eye through each pixel in a virtual screen, and calculating the color of the object visible through it.