Shading Languages
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Shading Languages
Shading refers to the depiction of depth perception in 3D models (within the field of 3D computer graphics) or illustrations (in visual art) by varying the level of darkness. Shading tries to approximate local behavior of light on the object's surface and is not to be confused with techniques of adding shadows, such as shadow mapping or shadow volumes, which fall under global behavior of light. In drawing Shading is used traditionally in drawing for depicting a range of darkness by applying media more densely or with a darker shade for darker areas, and less densely or with a lighter shade for lighter areas. Light patterns, such as objects having light and shaded areas, help when creating the illusion of depth on paper. There are various techniques of shading, including cross hatching, where perpendicular lines of varying closeness are drawn in a grid pattern to shade an area. The closer the lines are together, the darker the area appears. Likewise, the farther apart the line ...
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Stumping Powder
After a tree has been cut and has fallen, the stump or tree stump is usually a small remaining portion of the trunk with the roots still in the ground. Stumps may show the age-defining rings of a tree. The study of these rings is known as dendrochronology. Regeneration Stumps (both those on the ground and stumps of removed branches) are sometimes able to regenerate into new trees depending on the species. Often, a deciduous tree that has been cut will re-sprout in multiple places around the edge of the stump or from the roots. Depending on whether the tree is being removed or whether the forest is expected to recover, this can be either desirable or undesirable. Stump sprouts can grow very quickly and so become viable trees themselves either for aesthetics or timber, due to the existing root structure; however, the cut portion of the trunk may weaken the sprouts and introduce disease into the newly forming tree(s). The process of deliberately cutting a tree to a stump to ...
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Computer Graphics Lighting
Computer graphics lighting encompasses the range of techniques used to simulate light within computer graphics. These methods vary in computational complexity, offering artists flexibility in both visual detail and performance. Graphics professionals can select from a wide array of light sources, lighting models, shading techniques, and effects to meet the specific requirements of each project. Light sources Light sources allow for different ways to introduce light into graphics scenes. Point Point sources emit light from a single point in all directions, with the intensity of the light decreasing with distance. An example of a point source is a standalone light bulb. Directional A directional source (or distant source) uniformly lights a scene from one direction. Unlike a point source, the intensity of light produced by a directional source does not change with distance over the scale of the scene, as the directional source is treated as though it is extremely far away. A ...
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Floodlight
A floodlight is a broad-beamed, high-intensity artificial light. It can provide functional area lighting for travel-ways, parking, entrances, work areas, and sporting venues to enable visibility adequate for safe task performance, ornamental lighting for advertising, façades, monuments, or support perimeter security. Floodlights are often used to illuminate outdoor playing fields while an outdoor sports event is being held during low-light conditions. More focused kinds are often used as a stage lighting instrument in live performances such as concerts and plays. Floodlights may also be used to add effects to buildings at night, called architectural illumination. Types The most common type of floodlight was the metal-halide lamp, which emits a bright white light (typically 75–100 lumens/Watt). Sodium-vapor lamps are also commonly used for sporting events, as they have a very high lumen to watt ratio (typically 80–140 lumens/Watt), making them a cost-effecti ...
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Normal Vector
In geometry, a normal is an object (e.g. a line, ray, or vector) that is perpendicular to a given object. For example, the normal line to a plane curve at a given point is the infinite straight line perpendicular to the tangent line to the curve at the point. A normal vector is a vector perpendicular to a given object at a particular point. A normal vector of length one is called a unit normal vector or normal direction. A curvature vector is a normal vector whose length is the curvature of the object. Multiplying a normal vector by results in the opposite vector, which may be used for indicating sides (e.g., interior or exterior). In three-dimensional space, a surface normal, or simply normal, to a surface at point is a vector perpendicular to the tangent plane of the surface at . The vector field of normal directions to a surface is known as '' Gauss map''. The word "normal" is also used as an adjective: a line ''normal'' to a plane, the ''normal'' component of a for ...
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Silhouette
A silhouette (, ) is the image of a person, animal, object or scene represented as a solid shape of a single colour, usually black, with its edges matching the outline of the subject. The interior of a silhouette is featureless, and the silhouette is usually presented on a light background, usually white, or none at all. The silhouette differs from an line art, outline, which depicts the edge of an object in a linear form, while a silhouette appears as a solid shape. Silhouette images may be created in any visual artistic medium, but were first used to describe pieces of cut paper, which were then stuck to a backing in a contrasting colour, and often framed. Cutting portraits, generally in profile, from black card became popular in the mid-18th century, though the term ''silhouette'' was seldom used until the early decades of the 19th century, and the tradition has continued under this name into the 21st century. They represented a cheap but effective alternative to the portrait m ...
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Wire-frame Model
In 3D computer graphics, a wire-frame model (also spelled wireframe model) is a visual representation of a three-dimensional (3D) physical object. It is based on a polygon mesh or a volumetric mesh, created by specifying each Edge (geometry), edge of the physical object where two mathematically continuous smooth surfaces meet, or by connecting an object's constituent Vertex (computer graphics), vertices using (straight) straight line, lines or Curve (geometry), curves. The object is projected into screen space and rendering (computer graphics), rendered by drawing lines at the location of each edge. The term "wire frame" comes from designers using metal wire to represent the three-dimensional shape of solid objects. 3D wireframe computer models allow for the construction and manipulation of solids and solid surfaces. 3D solid modeling efficiently draws higher quality representations of solids than conventional Line art, line drawing. Using a wire-frame model allows for the ...
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Shader
In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as '' shading''. Shaders have evolved to perform a variety of specialized functions in computer graphics special effects and video post-processing, as well as general-purpose computing on graphics processing units. Traditional shaders calculate rendering effects on graphics hardware with a high degree of flexibility. Most shaders are coded for (and run on) a graphics processing unit (GPU), though this is not a strict requirement. ''Shading languages'' are used to program the GPU's rendering pipeline, which has mostly superseded the fixed-function pipeline of the past that only allowed for common geometry transforming and pixel-shading functions; with shaders, customized effects can be used. The position and color ( hue, saturation, brightness, and contrast) of all pixels, vertices, and/or ...
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Rendering (computer Graphics)
Rendering is the process of generating a physically-based rendering, photorealistic or Non-photorealistic rendering, non-photorealistic image from input data such as 3D models. The word "rendering" (in one of its senses) originally meant the task performed by an artist when depicting a real or imaginary thing (the finished artwork is also called a "architectural rendering, rendering"). Today, to "render" commonly means to generate an image or video from a precise description (often created by an artist) using a computer program. A application software, software application or component-based software engineering, component that performs rendering is called a rendering software engine, engine, render engine, : Rendering systems, rendering system, graphics engine, or simply a renderer. A distinction is made between Real-time computer graphics, real-time rendering, in which images are generated and displayed immediately (ideally fast enough to give the impression of motion or an ...
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Photorealistic Rendering
__NOTOC__ In computer graphics, unbiased rendering or photorealistic rendering are Rendering (computer graphics), rendering techniques that avoid systematic errors, or Bias (statistics), statistical bias, in computing an image’s radiance. Bias in this context means inaccuracies like dimmer light or missing effects such as soft shadows, caused by approximations. Unbiased methods, such as path tracing and its derivatives, simulate real-world lighting and shading with full physical accuracy. In contrast, biased methods, including traditional Ray tracing (graphics), ray tracing, sacrifice precision for speed by using approximations that introduce errors—often seen as blur. This blur reduces variance (random noise) by averaging light samples, enabling faster computation with fewer samples needed for a clean image. Mathematical definition In mathematical terms, an unbiased estimator's expected value (E) is the population mean, regardless of the number of observations. The Error, ...
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Bidirectional Reflectance Distribution Function
The bidirectional reflectance distribution function (BRDF), symbol f_(\omega_,\, \omega_), is a function of four real variables that defines how light from a source is reflected off an Opacity (optics), opaque surface. It is employed in the optics of real-world light, in computer graphics algorithms, and in computer vision algorithms. The function takes an incoming light direction, \omega_, and outgoing direction, \omega_ (taken in a coordinate system where the Normal (geometry), surface normal \mathbf n lies along the ''z''-axis), and returns the ratio of reflected radiance exiting along \omega_ to the irradiance incident on the surface from direction \omega_. Each direction \omega is itself Spherical coordinate system, parameterized by azimuth angle \phi and zenith angle \theta, therefore the BRDF as a whole is a function of 4 variables. The BRDF has units sr−1, with steradians (sr) being a unit of solid angle. Definition The BRDF was first defined by Fred Nicodemus around 19 ...
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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 ...
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