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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.
Picture of Notre Dame de Reims showing perspective distortion The same picture corrected. Perspective control is a procedure for composing or editing photographs to better conform with the commonly accepted distortions in constructed perspective. The control would: make all lines that are vertical in reality vertical in the image.
Two methods of drawing smooth curves in manual drafting are the use of French curves and flat splines (flexible curves). A French curve is a drawing aid with many different smoothly-varying radiused curves on it; the manual drafter can fit the French curve to some known reference points and draw a smooth curved line between them.
Artists may choose to "correct" perspective distortions, for example by drawing all spheres as perfect circles, or by drawing figures as if centered on the direction of view. In practice, unless the viewer observes the image from an extreme angle, like standing far to the side of a painting, the perspective normally looks more or less correct.
Drawing the scene with shadows can be done in several different ways. If programmable shaders are available, the depth map test may be performed by a fragment shader which simply draws the object in shadow or lighted depending on the result, drawing the scene in a single pass (after an initial earlier pass to generate the shadow map).
Physically based rendering (PBR) is a computer graphics approach that seeks to render images in a way that models the lights and surfaces with optics in the real world. It is often referred to as "Physically Based Lighting" or "Physically Based Shading". Many PBR pipelines aim to achieve photorealism.
No image is projected by the camera lucida. [citation needed] In the simplest form of camera lucida, the artist looks down at the drawing surface through a glass pane or half-silvered mirror tilted at 45 degrees. This superimposes a direct view of the drawing surface beneath, and a reflected view of a scene horizontally in front of the artist ...
Isometric video game graphics are graphics employed in video games and pixel art that use a parallel projection, but which angle the viewpoint to reveal facets of the environment that would otherwise not be visible from a top-down perspective or side view, thereby producing a three-dimensional (3D) effect.