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Bloom (sometimes referred to as light bloom or glow) is a computer graphics effect used in video games, demos, and high-dynamic-range rendering (HDRR) to reproduce an imaging artifact of real-world cameras. The effect produces fringes (or feathers) of light extending from the borders of bright areas in an image, contributing to the illusion of ...
Birds, however, can see some red wavelengths, although not as far into the light spectrum as humans. [46] It is a myth that the common goldfish is the only animal that can see both infrared and ultraviolet light; [47] their color vision extends into the ultraviolet but not the infrared. [48]
For example, binocular vision, which is the basis for stereopsis and is important for depth perception, covers 114 degrees (horizontally) of the visual field in humans; [7] the remaining peripheral ~50 degrees on each side [6] have no binocular vision (because only one eye can see those parts of the visual field). Some birds have a scant 10 to ...
Lightmaps in games are usually colored texture maps. They are usually flat, without information about the light's direction, whilst some game engines use multiple lightmaps to provide approximate directional information to combine with normal-maps. Lightmaps may also store separate precalculated components of lighting information for semi ...
Light blooming is the result of scattering in the human lens, which human brain interprets as a bright spot in a scene. For example, a bright light in the background will appear to bleed over onto objects in the foreground. This can be used to create an illusion to make the bright spot appear to be brighter than it really is. [5]
Chromatic adaptation is the human visual system’s ability to adjust to changes in illumination in order to preserve the appearance of object colors. It is responsible for the stable appearance of object colors despite the wide variation of light which might be reflected from an object and observed by our eyes.
Despite being trichromats, humans can experience slight tetrachromacy at low light intensities, using their mesopic vision. In mesopic vision, both cone cells and rod cells are active. While rods typically do not contribute to color vision, in these specific light conditions, they may give a small region of tetrachromacy in the color space. [15]
In first person video games, the field of view or field of vision (abbreviated FOV) is the extent of the observable game world that is seen on the display at any given moment. It is typically measured as an angle , although whether this angle is the horizontal, vertical, or diagonal component of the field of view varies from game to game.