"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 and Lighting deals with the way light interacts with surfaces and how it is perceived by the human eye. It includes topics like surface shading, texturing, and shadowing.
Fundamentals of Light and Color: Understanding the basic concepts of light and color theory is essential for creating effective lighting and shading in computer graphics.
Photorealistic Lighting: Techniques used to create realistic lighting in computer graphics.
Ray Tracing: It is a technique for creating photorealistic images by simulating the behavior of light in a virtual environment.
Shadow Mapping: A technique used to create shadows in computer graphics by projecting the scene from the camera's perspective.
Ambient Occlusion: A technique in 3D rendering that simulates the contact shadows caused by the occlusion of light by objects in a scene.
Global Illumination: The technique that simulates the reflection of light around a 3D scene.
HDR Lighting: A technique used to capture and render a wide range of brightness levels in a scene.
Light Baking: The process of precomputing lighting data so that the game engine can render it in real-time.
Light Mapping: A technique used to create shadows and lighting effects in real-time 3D graphics.
Shading Models: Understanding Shading Models and their use in creating realistic materials and textures.
Normal Maps: A technique used to create the illusion of surface detail and depth without actually changing the geometry of an object.
Texturing: Applying a texture to an object to make it look more realistic.
Diffuse Lighting: It is the effect of light bouncing off an object and scattering in all directions.
Specular Lighting: Specular lighting is the reflection of light off a shiny or reflective surface.
Matte Painting: A digital painting technique used to create realistic backgrounds and landscapes.
Volumetric Lighting: A technique used to add a sense of depth to a scene by simulating the scattering and absorption of light in a participating media.
Light and Shadow for User Interface Design: Designing User Interface with appropriate lighting and shadows.
Shader Programming: G: Understanding Shader Programming and its applications in computer graphics.
Real-time lighting and shading for games: Techniques used to create dynamic lighting and shading effects in real-time 3D graphics.
Stereoscopy and 3D Modeling: Understanding stereoscopy and its use in creating 3D models with realistic lighting and shading.
Flat shading: Every polygon is shaded the same color, which gives a flat appearance to the object.
Gouraud shading: Shading is calculated for every vertex of the object, and the shading of the polygons in-between is interpolated. This makes the object appear more curved and realistic.
Phong shading: Similar to Gouraud shading, but includes a specular component, which makes the object appear more reflective.
Ray Tracing: A technique that models the reflection of light in a more realistic way, by tracing the path of rays of light around the scene. This results in more accurate reflections and light interactions.
Radiosity: A process that simulates how light bounces around in a room or environment, resulting in more realistic and subtle shading effects.
Ambient Occlusion: A shading technique that simulates the blocking of light in the environment, resulting in more natural-looking shadows and lighting.
Subsurface Scattering: A technique used to simulate the way light interacts with materials that are not completely opaque, such as skin, wax and leaves.
Global Illumination: A general term for lighting techniques that simulate the indirect lighting in a scene, such as the light that bounces off the walls and ceiling.
Image-based Lighting: A technique that uses high-resolution images to provide lighting and shading information for a scene.
Real-time lighting: Techniques and algorithms that focus on providing realistic lighting in real-time, such as in video games.
Volumetric lighting: Simulates the way light behaves when it passes through a medium, such as fog, smoke or mist.
Shadow mapping: A technique that simulates shadows by rendering the depth information of the scene from the point of view of the light source.
Environment Mapping: A technique that creates reflections and lighting effects that are based on the environment around the object.
Procedural shading: Computer-generated techniques that do not rely on pre-defined textures or lighting. Instead, they use mathematical functions and algorithms to create unique shading effects.
Normal Mapping: A technique that uses a texture map to create the illusion of bumps and grooves on a surface. By manipulating the normal vector of the surface, the texture appears to have more depth and shading.
Parallax Occlusion Mapping: An advanced form of Normal Mapping, which accounts for perspective and occlusion to create more realistic bumps and grooves in a 3-dimensional surface.
Anisotropic shading: A technique that simulates the appearance of anisotropic materials, such as brushed metal, which have different reflective properties depending on the angle of view.
Displacement Mapping: A technique that can create more complex deformations in a surface, by displacing the actual geometry of the object, instead of just manipulating its texture.
HDR lighting: High dynamic range lighting allows for a greater range of brightness and contrast in a scene, which can create more realistic and dramatic lighting effects.
"Shading tries to approximate local behavior of light on the object's surface."
"Shading is not to be confused with techniques of adding shadows, such as shadow mapping or shadow volumes, which fall under global behavior of light."
"Shading refers to the depiction of depth perception in 3D models... or illustrations."
"Shading tries to approximate local behavior of light on the object's surface."
"Shading refers to the depiction of depth perception in 3D models (within the field of 3D computer graphics) or illustrations (in visual art)."
"Shading tries to approximate local behavior of light on the object's surface by varying the level of darkness."
"Shading is not to be confused with techniques of adding shadows, such as shadow mapping or shadow volumes."
"Shading tries to approximate local behavior of light on the object's surface."
"Shadow mapping or shadow volumes, which fall under global behavior of light, are commonly confused with shading."
"Shading refers to the depiction of depth perception in 3D models."
"Shading tries to approximate local behavior of light on the object's surface."
"Shading refers to the depiction of depth perception in 3D models."
"Shading refers to the depiction of depth perception... illustrations."
"Shading tries to approximate local behavior of light on the object's surface."
"Shadow mapping or shadow volumes... fall under global behavior of light."
"Shading refers to the depiction of depth perception... in illustrations."
"Shading is not to be confused with techniques of adding shadows, such as shadow mapping or shadow volumes."
"Shading tries to approximate local behavior of light on the object's surface."
"Shading tries to approximate local behavior of light on the object's surface."