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Bloom (sometimes referred to as light bloom or glow) is a computer graphics effect used in video games, demos, and high-dynamic-range rendering (HDRR) to reproduce an imaging artifact of real-world cameras. The effect produces fringes (or feathers) of light extending from the borders of bright areas in an image, contributing to the illusion of ...
Deferred lighting (also known as Light Pre-Pass) is a modification of the Deferred Shading. [15] This technique uses three passes, instead of two in deferred shading. On first pass over the scene geometry, only normals and specular spread factor are written to the color buffer.
Computer graphics lighting is the collection of techniques used to simulate light in computer graphics scenes. While lighting techniques offer flexibility in the level of detail and functionality available, they also operate at different levels of computational demand and complexity.
High-dynamic-range rendering (HDRR or HDR rendering), also known as high-dynamic-range lighting, is the rendering of computer graphics scenes by using lighting calculations done in high dynamic range (HDR). This allows preservation of details that may be lost due to limiting contrast ratios.
Scene with shadow mapping Scene with no shadows. Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics.This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces."
In 3D computer graphics, modeling, and animation, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. For example, the interior of a tube is typically more occluded (and hence darker) than the exposed outer surfaces, and becomes darker the deeper inside the tube one ...
A variety of techniques including ambient occlusion, direct lighting with sampled shadow edges, and full radiosity [4] bounce light solutions are typically used. Modern 3D packages include specific plugins for applying light-map UV-coordinates, atlas-ing multiple surfaces into single texture sheets, and rendering the maps themselves.
In volumetric lighting, the light cone emitted by a light source is modeled as a transparent object and considered as a container of a "volume". As a result, light has the capability to give the effect of passing through an actual three-dimensional aerosol (e.g. fog, dust, smoke, or steam) that is inside its volume, just like in the real world.