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  2. Cel shading - Wikipedia

    en.wikipedia.org/wiki/Cel_shading

    A representation of a spacesuit from The Adventures of Tintin comic Explorers on the Moon with a basic cel shader (also known as a toon shader) and border detection Graphics complex of a seashell with toon shading modeled in Mathematica 13.1. Cel shading or toon shading is a type of non-photorealistic rendering designed to make 3D computer ...

  3. List of common shading algorithms - Wikipedia

    en.wikipedia.org/wiki/List_of_common_shading...

    Download as PDF; Printable version; In other projects ... video games, movies or technical illustrations, and include: Cel shading; Gooch shading; See also

  4. List of cel-shaded video games - Wikipedia

    en.wikipedia.org/wiki/List_of_cel-shaded_video_games

    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).)

  5. Brush (video games) - Wikipedia

    en.wikipedia.org/wiki/Brush_(video_games)

    Brushes are templates used in some 3D video game engines, such as the Quake engine, its derivatives the GoldSrc and Source game engines, or the Unreal Engine, to construct levels. [1] Brushes can be primitive shapes (such as cubes, spheres and cones), pre-defined shapes (such as staircases), or custom shapes (such as prisms and other polyhedra).

  6. Comparison of 3D computer graphics software - Wikipedia

    en.wikipedia.org/wiki/Comparison_of_3D_computer...

    LGPL 2.1 or later: Shade 3D: 2022-11-08 v 23.1 ... Shade: Yes (DDS Converter plugin) ... Blender Yes Yes Skin Modifier Trim Brush with Union/Join mode

  7. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    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.

  8. Category:Cel-shaded animation - Wikipedia

    en.wikipedia.org/wiki/Category:Cel-shaded_animation

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  9. Deferred shading - Wikipedia

    en.wikipedia.org/wiki/Deferred_shading

    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.