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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]
Subsurface scattering is an indirect form of reflection where some of the light is transmitted into a semi-transparent material, scattered under the surface and bounced back out again.
Shaders are written in OpenGL Shading Language and compiled. The compiled programs are executed on the GPU. The compiled programs are executed on the GPU. OpenGL Shading Language ( GLSL ) is a high-level shading language with a syntax based on the C programming language .
Open Shading Language (OSL) is a shading language developed by Sony Pictures Imageworks, a Canadian visual effects and computer animation studio headquartered in Vancouver, British Columbia and Montreal, Quebec, with an additional office on the Sony Pictures Studios lot in Culver City, California, a unit of Sony Pictures Entertainment's Motion Picture Group, which through an intermediate ...
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.
The unified shader model uses the same hardware resources for both vertex and fragment processing. In the field of 3D computer graphics, the unified shader model (known in Direct3D 10 as "Shader Model 4.0") refers to a form of shader hardware in a graphical processing unit (GPU) where all of the shader stages in the rendering pipeline (geometry, vertex, pixel, etc.) have the same capabilities.
Shading effects from a floodlight using a ray tracer. When a shader computes the result color, it uses a lighting model to determine the amount of light reflected at specific points on the surface. Different lighting models can be combined with different shading techniques — while lighting says how much light is reflected, shading determines ...
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.