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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]
The illumination models listed here attempt to model the perceived brightness of a surface or a component of the brightness in a way that looks realistic.
Note: These franchise(s) below have significant numbers of titles with cel-shaded graphics. Atelier (Multi-decade JRPG & crafting hybrid series, started in 1997) Dragon Quest (Multi-decade franchise with JRPGs & other genres, started in 1986. Cel-shaded graphics approximately first seen in Dragon Quest VIII: Journey of the Cursed King (2004).)
An example of bloom in a computer-generated image (from Elephants Dream).The light on the bright background bleeds on the darker areas, such as the walls and the characters.
There are various techniques of shading, including cross hatching, where perpendicular lines of varying closeness are drawn in a grid pattern to shade an area. The closer the lines are together, the darker the area appears. Likewise, the farther apart the lines are, the lighter the area appears. Powder shading is a sketching shading
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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.
Gouraud shading (/ ɡ uː ˈ r oʊ / goo-ROH), named after Henri Gouraud, is an interpolation method used in computer graphics to produce continuous shading of surfaces represented by polygon meshes.