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  2. Screen space ambient occlusion - Wikipedia

    en.wikipedia.org/wiki/Screen_space_ambient_occlusion

    SSAO component of a typical game scene. The algorithm is implemented as a pixel shader, analyzing the scene depth buffer which is stored in a texture. For every pixel on the screen, the pixel shader samples the depth values around the current pixel and tries to compute the amount of occlusion from each of the sampled points. In its simplest ...

  3. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    Video games outsource rendering calculations to the GPU over OpenGL in real-time. Shaders are written in OpenGL Shading Language and compiled. 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.

  4. Gooch shading - Wikipedia

    en.wikipedia.org/wiki/Gooch_shading

    This allows shading to occur only in mid-tones so that edge lines and highlights remain visually prominent. The Gooch shader is typically implemented in two passes: all objects in the scene are first drawn with the "cool to warm" shading, and in the second pass the object’s edges are rendered in black.

  5. List of common shading algorithms - Wikipedia

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

    The light that is not absorbed by the material and bounced out through the surface again gives rise to a diffuse indirect reflection, which will illuminate the surface not only where it is lit, but also in the vicinity of where the light hits, as well as on the other side of thin parts of an object.

  6. 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.

  7. Voxel - Wikipedia

    en.wikipedia.org/wiki/Voxel

    Armored Fist 3 is a computer game made by Novalogic that used voxel-based rendering technology. Blade Runner is a video game that used voxels to render characters and artifacts. Castle Story, a castle building Real Time Strategy game in development, has terrain consisting of smoothed voxels.

  8. Cel shading - Wikipedia

    en.wikipedia.org/wiki/Cel_shading

    Cel-shaded rendering of two isosurfaces of the probability density of a particle in a box. The cel-shading process starts with a typical 3D model.Where cel-shading differs from conventional rendering is in its non-photorealistic shading algorithm.

  9. Bloom (shader effect) - Wikipedia

    en.wikipedia.org/wiki/Bloom_(shader_effect)

    Bloom lighting has been used in many games, modifications and game engines such as Quake Live, Cube 2: Sauerbraten and the Spring game engine. The effect was popular in 7th-generation games, [9] which were released from 2005 through to the early 2010s. Several games from the period have received criticism for overuse of the technique.