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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.
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]
7 Guide to cel-shading for game devs. 1 comment. 8 Modders cel-shade LoZ: OOT. 5 comments. 9 First real time cel-shaded videogame was Wacky Racers. 10 Like rotoscope ...
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.
Cel Damage; Champions Online; El Chavo Kart; Cloning Clyde; Code Name: S.T.E.A.M. Comic Jumper: The Adventures of Captain Smiley; Conception (video game) Conception II: Children of the Seven Stars; Cowboy Bebop: Tsuioku no Serenade; Crackdown (video game) Crackdown 2; Crayola Scoot; Crimson Gem Saga; Crimson Tears; Curious George (video game)
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This article incorrectly puts under the "cel shading" page various cartoon rendering techniques. Cel shading really just refers to the shading technique of using a few (usually 2-4) discrete bands of color instead of a smooth gradient to shade an object. Cel shading is commonly used together with some sort of outline rendering algorithm to ...
In the field of 3D computer graphics, deferred shading is a screen-space shading technique that is performed on a second rendering pass, after the vertex and pixel shaders are rendered. [2] It was first suggested by Michael Deering in 1988. [3] On the first pass of a deferred shader, only data that is required for shading computation is gathered.