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Rendering / Cel-shaded animation / Non-photorealistic rendering / Computer animation / Normal mapping / Specular highlight / Computer graphics lighting / Radiosity / Shader / Computer graphics / Shading / 3D computer graphics


Document Date: 2010-04-09 16:32:18


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File Size: 2,66 MB

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City

SIGGRAPH / New York / /

Company

Anisotropic Surfaces Using Computer Graphics Hardware / ACM Press / /

Country

United States / /

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Facility

Team Fortress / For Team Fortress / In Team Fortress / Texture Painting In Team Fortress / /

IndustryTerm

real-time shading techniques / telephone poles / real-time shading algorithms / non-photorealistic shading algorithms / dot product / technology choices / era hardware / viewindependent lighting algorithms / model shading algorithms / /

Movie

Half-Life / Half-Life 2 / /

NaturalFeature

Lake et al. / /

Person

Demo / Dean Cornwell / Sniper / Pyro / Soldier / Heavy / Norman Rockwell / J. C. Leyendecker / Rim Lighting / /

Position

Spy / Model for Automatic Technical Illustration / General / player / Engineer / /

ProvinceOrState

New York / /

PublishedMedium

ACM Transactions on Graphics / Computer Graphics / /

Technology

shading algorithms / viewindependent lighting algorithms / non-photorealistic shading algorithms / 3D Graphics / Animation / model shading algorithms / real-time shading algorithms / Gooch shading algorithm / /

SocialTag