Lighting and shadowing

Software theme

Modern 3D shadowing techniques depend on stencil buffer, a GPU hardware feature introduced in 1998.

Parent group

Graphics techniques

This is a container group; its children are:

Ambient occlusionUses any ambient occlusion shading technique, commonly the very simple and fast SSAO. (too short)2007 / 201989 games
Blob shadowsThe most basic shadow projection invented that exists as a simple, indistinguishable dark blob below whatever it belongs to. Including other static shadow sprites, especially if everyone shares the same looking shadow.2006 / 20187 games
Crepuscular raysSimulates light rays seen at edges of light and dark areas of air, essentially caused by light scattering from air particles.2002 / 201669 games
GlareSimulates glare to some degree, making it difficult to see in presence of a bright light. (too short)2001 / 20114 games
High Dynamic Range LightingEmploys some technique for HDRL. (too short)2003 / 201637 games
Lens flareA visual artefact seen in photography, video recording, telescopes, and others where lenses are used. That said, human eye sees the effect quite differently than what cameras and such do, but the camera variety is often used regardless.1999 / 201623 games
BloomA lighting effect where brightness bleeds over an area around it in an image, simulating a type of glare.2003 / 202092 games
LightmapsUses pre-computed (static) lighting conditions. (too short)1996 / 200210 games
Map shadowsGeometry shadows are part of the map design rather than projected or dispelled by lighting conditions.0 game
Shadow mapsUses the now outdated shadow mapping technique of producing shadows. (too short)1999 / 20034 games
Shadow volumeA shadowing technique proposed by Frank Crow in 1977 and expanded on by Tim Heidmann in 1991. (too short)2004 / 201515 games
Volumetric lighting (too short)2008 / 20144 games