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  2. Shading - Wikipedia

    en.wikipedia.org/wiki/Shading

    Edge lines have been rendered here as well which makes the image easier to see. The second image is the same model rendered without edge lines. It is difficult to tell where one face of the box ends and the next begins. The third image has shading enabled, which makes the image more realistic and makes it easier to see which face is which.

  3. Blend modes - Wikipedia

    en.wikipedia.org/wiki/Blend_modes

    This is the standard blend mode which uses the top layer alone, [3] without mixing its colors with the layer beneath it: [example needed] f ( a , b ) = b {\displaystyle f(a,b)=b} where a is the value of a color channel in the underlying layer, and b is that of the corresponding channel of the upper layer.

  4. List of common shading algorithms - Wikipedia

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

    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.

  5. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    An example of two kinds of shadings: Flat shading on the left and Phong shading on the right. Phong shading is an improvement on Gouraud shading, and was one of the first computer shading models developed after the basic flat shader, greatly enhancing the appearance of curved surfaces in renders.

  6. Vignetting - Wikipedia

    en.wikipedia.org/wiki/Vignetting

    The Lens Correction filter in Photoshop can also achieve the same effect. In digital imaging, this technique is used to create a low fidelity appearance in the picture. To give a photo a 'retro' look - that it was made with an old camera or lens - one could add an obvious 'vignette' using 'lens correction' or burning in margins by any of ...

  7. Rasterisation - Wikipedia

    en.wikipedia.org/wiki/Rasterisation

    A top edge is an edge that is exactly horizontal and lies above other edges, and a left edge is a non-horizontal edge that is on the left side of the triangle. This rule is implemented e.g. by Direct3D [ 6 ] and many OpenGL implementations (even though the specification doesn't define it and only requires a consistent rule [ 7 ] ).

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  9. Gaussian blur - Wikipedia

    en.wikipedia.org/wiki/Gaussian_blur

    Most edge-detection algorithms are sensitive to noise; the 2-D Laplacian filter, built from a discretization of the Laplace operator, is highly sensitive to noisy environments. Using a Gaussian Blur filter before edge detection aims to reduce the level of noise in the image, which improves the result of the following edge-detection algorithm.