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  2. Self-shadowing - Wikipedia

    en.wikipedia.org/wiki/Self-shadowing

    For example, without self-shadowing, if a character puts their right arm over the left, the right arm will not cast a shadow over the left arm. If that same character places a hand over a ball, that hand will cast a shadow over the ball. One thing that needs to be specified is whether the shadow being cast is dynamic or static.

  3. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    Pixel shaders range from simply always outputting the same color, to applying a lighting value, to doing bump mapping, shadows, specular highlights, translucency and other phenomena. They can alter the depth of the fragment (for Z-buffering), or output more than one color if multiple render targets are active. In 3D graphics, a pixel shader ...

  4. Deferred shading - Wikipedia

    en.wikipedia.org/wiki/Deferred_shading

    Diffuse Color G-Buffer Z-Buffer Surface Normal G-Buffer Final compositing (to calculate the shadows shown in this image, other techniques such as shadow mapping, shadow feelers or a shadow volume must be used together with deferred shading).

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  6. Shadow mapping - Wikipedia

    en.wikipedia.org/wiki/Shadow_mapping

    Shadow mapping or shadowing projection is a process by which ... it is common to avoid updating the color buffers and disable all lighting and texture calculations ...

  7. Subsurface scattering - Wikipedia

    en.wikipedia.org/wiki/Subsurface_scattering

    Real-world subsurface scattering of light in a photograph of a human hand Computer-generated subsurface scattering in Blender. Subsurface scattering (SSS), also known as subsurface light transport (SSLT), [1] is a mechanism of light transport in which light that penetrates the surface of a translucent object is scattered by interacting with the material and exits the surface potentially at a ...

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  9. Drop shadow - Wikipedia

    en.wikipedia.org/wiki/Drop_shadow

    In general, a drop shadow is a copy in black or gray of the object, drawn in a slightly different position. Realism may be increased by: Darkening the colors of the pixels where the shadow casts instead of making them gray. This can be done with alpha blending the shadow with the area it is cast on. Softening the edges of the shadow.