Color Bleeding (computer Graphics)
In computer graphics and 3D rendering, color bleeding is the phenomenon in which objects or surfaces are colored by reflection of colored light from nearby surfaces. This is a visible effect that appears when a scene is rendered with Radiosity or full global illumination, or can otherwise be simulated by adding colored lights to a 3D scene. References * University of DüsseldorfGlossary of terms See also * Attribute clash Attribute clash (also known as colour clash or bleeding) is a display Visual artifact, artifact caused by limits in the graphics circuitry of some colour 8-bit home computers, most notably the ZX Spectrum, where it meant that only two colours ... * Radiosity 3D rendering {{compu-graphics-stub ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Computer Graphics
Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by graphics hardware, computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as Computer-generated imagery, computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of Computer graphics (computer science), computer science research. Some topics in computer graphics include user interface design, Sprite (computer graphics), sprite graphics, raster graphics, Rendering (computer graph ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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3D Rendering
3D rendering is the 3D computer graphics process of converting 3D models into 2D images on a computer. 3D renders may include photorealistic effects or non-photorealistic styles. Rendering methods Rendering is the final process of creating the actual 2D image or animation from the prepared scene. This can be compared to taking a photo or filming the scene after the setup is finished in real life. Several different, and often specialized, rendering methods have been developed. These range from the distinctly non-realistic wireframe rendering through polygon-based rendering, to more advanced techniques such as: scanline rendering, ray tracing, or radiosity. Rendering may take from fractions of a second to days for a single image/frame. In general, different methods are better suited for either photorealistic rendering, or real-time rendering. Real-time Rendering for interactive media, such as games and simulations, is calculated and displayed in real time, at rates ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Reflection (physics)
Reflection is the change in direction of a wavefront at an interface between two different media so that the wavefront returns into the medium from which it originated. Common examples include the reflection of light, sound and water waves. The ''law of reflection'' says that for specular reflection (for example at a mirror) the angle at which the wave is incident on the surface equals the angle at which it is reflected. In acoustics, reflection causes echoes and is used in sonar. In geology, it is important in the study of seismic waves. Reflection is observed with surface waves in bodies of water. Reflection is observed with many types of electromagnetic wave, besides visible light. Reflection of VHF and higher frequencies is important for radio transmission and for radar. Even hard X-rays and gamma rays can be reflected at shallow angles with special "grazing" mirrors. Reflection of light Reflection of light is either '' specular'' (mirror-like) or '' diffuse'' (retai ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Radiosity (computer Graphics)
In 3D computer graphics, radiosity is an application of the finite element method to solving the rendering equation for scenes with surfaces that reflect light diffusely. Unlike rendering methods that use Monte Carlo algorithms (such as path tracing), which handle all types of light paths, typical radiosity only account for paths (represented by the code "LD*E") which leave a light source and are reflected diffusely some number of times (possibly zero) before hitting the eye. Radiosity is a global illumination algorithm in the sense that the illumination arriving on a surface comes not just directly from the light sources, but also from other surfaces reflecting light. Radiosity is viewpoint independent, which increases the calculations involved, but makes them useful for all viewpoints. Radiosity methods were first developed in about 1950 in the engineering field of heat transfer. They were later refined specifically for the problem of rendering computer graphics in 19 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Global Illumination
Global illumination (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting Lighting or illumination is the deliberate use of light to achieve practical or aesthetic effects. Lighting includes the use of both artificial light sources like lamps and light fixtures, as well as natural illumination by capturing daylight. ... to 3D scenes. Such algorithms take into account not only the light that comes directly from a light source (''direct illumination''), but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene, whether reflective or not (''indirect illumination''). Theoretically, reflections, refractions, and shadows are all examples of global illumination, because when simulating them, one object affects the rendering of another (as opposed to an object being affected only by a direct source of light). In practice, however, only the simulati ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Attribute Clash
Attribute clash (also known as colour clash or bleeding) is a display Visual artifact, artifact caused by limits in the graphics circuitry of some colour 8-bit home computers, most notably the ZX Spectrum, where it meant that only two colours could be used in any 8×8 tile of pixels. The effect was also noticeable on MSX software and in some Commodore 64 titles. Workarounds to prevent this limit from becoming apparent have since been considered an element of Spectrum programmer culture. This problem also happens with the "semigraphic modes" (text modes with graphics features) of the TRS-80 Color Computer, Color Computer and Dragon 32/64, Dragon, but those computers also have non-attributed graphics and with better resolution. Several video game consoles of the era had such video modes that caused such limitations, but usually allowed more than two colours per tile: the NES (Famicom) had only one mode, which was also "semigraphic", and allowed four colours per 16×16 "block" (gr ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Radiosity (3D Computer Graphics)
In 3D computer graphics, radiosity is an application of the finite element method to solving the rendering equation for scenes with surfaces that reflect light diffusely. Unlike rendering methods that use Monte Carlo algorithms (such as path tracing), which handle all types of light paths, typical radiosity only account for paths (represented by the code "LD*E") which leave a light source and are reflected diffusely some number of times (possibly zero) before hitting the eye. Radiosity is a global illumination algorithm in the sense that the illumination arriving on a surface comes not just directly from the light sources, but also from other surfaces reflecting light. Radiosity is viewpoint independent, which increases the calculations involved, but makes them useful for all viewpoints. Radiosity methods were first developed in about 1950 in the engineering field of heat transfer. They were later refined specifically for the problem of rendering computer graphics in 1984198 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |