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Cel-shaded animation
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Cel-shaded animation
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==Process== The cel-shading process starts with typical [[3D computer graphics#Modelling|3D model]]. The difference occurs when a cel-shaded object is drawn on-screen. The rendering engine only selects a few shades of each color for the object, producing a flat look. This is not the same as using only a few shades of texture for an object, as lighting and other environmental factors would come into play and ruin the effect. Therefore, cel-shading is often implemented as an additional rendering pass after all other rendering operations are completed. In order to draw black ink lines outlining an object's contours, the [[Hidden surface determination|back-face culling]] is inverted to draw back-faced triangles with black-coloured vertices. The vertices must be drawn multiple times with a slight change in translation to make the lines "thick". This produces a black-shaded silhouette. The back-face culling is then 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 even contours that reside inside the object's surface in screen space.
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