.Photo realism
Photo realism simply means that a simulated scene appears indistinguishable from a photograph, or by extension, from real life. The main obstacle to photo realism is processing power, said Jensen. To make movies like "Avatar" and "Life of Pi" appear photo realistic, each frame of the movie is pre-rendered. That means that the digital models and scripted motion in a virtual scene are compiled into frames (usually up to 30 frames per second) and touched up, a process that can take hours per frame. But video games don't have that kind of time. Because the action in a scene has to respond dynamically to player input, video games have to render their graphics in real time, usually at a rate of 60 frames per second. That's why it's good to be skeptical of pre-rendered video game trailers. They inevitably look better than the final game, because they are essentially movies, not samples of how the game looks when you play it.
Cell Shading
The cel shading process starts with a typical 3D Modelling. Where cel shading differs from conventional rendering is in its non-photo realistic illumination model. Conventional smooth lighting values are calculated for each pixel and then quantized to a small number of discrete shades to create the characteristic flat look where the shadows and highlights appear more like blocks of color rather than mixed in a smooth way.
Black ink outlines and contour lines can be created using a variety of methods. One popular method is to first render a black outline, slightly larger than the object itself. black face culling is inverted and the back-facing triangles are drawn in black. To dilate the silhouette, these back faces may be drawn in wireframe multiple times with slight changes in translation. Alternatively, back-faces may be rendered solid-filled, with their vertices translated along their vertex normal in a vertex shader. After drawing the outline, back-face culling is set back to normal to draw the shading and optional textures of the object. Finally, the image is composited via Z-buffering, as the back-faces always lie deeper in the scene than the front-faces. The result is that the object is drawn with a black outline and interior contour lines. The term cel-shading is popularly used to refer to the application of this ink outlining process in animation and games, although originally the term referred to the shading technique regardless of whether the outline was applied.
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Abstraction
Abstraction is a conceptual process by which general rules and concepts are derived from the usage and classification of specific examples, literal real" or concrete signifies, first principles, or other methods. "An abstraction" is the product of this process a concept that acts as a super-categorical noun for all subordinate concepts, and connects any related concepts as a group, field, or category. Conceptual abstractions may be formed by reducing the information content of a concept or an observable phenomenon, Typically to retain only information which is relevant for a particular purpose. For example, abstracting a leather soccer ball to the more general idea of a ball retains only the information on general ball attributes and behavior, eliminating the other characteristics of that particular ball.
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Exaggeration
Exaggeration is used in animation for visual effect. An action becomes a lot more interesting with exaggeration to make it look more extreme and surreal. It is the opposite of realism if we were to animation a perfect imitation; it could look static and dull.
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