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This article lists common shading algorithms used in computer graphics. ... video games, movies or technical illustrations, and include: Cel shading; Gooch shading;
Lightness combines the concepts of shading and tinting from the Color Basics section. Assuming full saturation, lightness is neutral at the midpoint value, for example 50%, and the hue displays unaltered. As lightness decreases below the midpoint, it has the effect of shading. Zero lightness produces black.
Flat shading is a simple shading model with a uniform application of lighting and color per polygon. [32] The color and normal of one vertex is used to calculate the shading of the entire polygon. [18] Flat shading is inexpensive, as lighting for each polygon only needs to be calculated once per render. [32]
The CPU sends instructions (compiled shading language programs) and geometry data to the graphics processing unit, located on the graphics card. Within the vertex shader, the geometry is transformed. If a geometry shader is in the graphics processing unit and active, some changes of the geometries in the scene are performed.
A shading language is a graphics programming language adapted to programming shader effects. Shading languages usually consist of special data types like "vector", " matrix ", "color" and " normal ".
Sophisticated applications allow savvy users to write custom shaders in a shading language such as HLSL or GLSL, though increasingly node-based material editors that allow a graph-based workflow with native support for important concepts such as light position, levels of reflection and emission and metallicity, and a wide range of other math ...
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.
Real-time applications, such as video games, usually implement per-pixel lighting through the use of pixel shaders, allowing the GPU hardware to process the effect. The scene to be rendered is first rasterized onto a number of buffers storing different types of data to be used in rendering the scene, such as depth, normal direction, and diffuse color.