{"id":"cel-shading","no":587,"name":"Cel Shading","ja":"セルシェーディング","era":"1990s–","family":"デジタル画像技法","kind":"技法","collection":"Dictionary expansion 31","addedAt":"2026-08-22","source":{"title":"Eurographics Digital Library — A Survey of Digital Cel-Shading","url":"https://diglib.eg.org/items/28867f5a-edfd-48ac-a8ae-a8d46a9fd4d3/full"},"reference":{"status":"verified","pageUrl":"https://diglib.eg.org/items/28867f5a-edfd-48ac-a8ae-a8d46a9fd4d3/full","credit":"Eurographics Digital Library — A Survey of Digital Cel-Shading"},"essence":"3D形状の連続的な陰影を少数の平坦な明暗段階へ量子化し、必要に応じて外輪郭を加える非写実的レンダリング。立体の動きは保ちながら、セル画や印刷図版のような読みやすい面へ変える。","cues":["影が連続せず二段または三段の面へ分かれる","物体外周と折れ目に太い輪郭線","材質反射を抑えた均一な色面","遠近と動きは3Dのまま、表面だけが描画的"],"intents":["遊び","技術","高揚"],"works":["3Dゲームやアニメーションへ手描きに近い読みやすい表面を与えるとき","複雑な立体の面構成を、説明図やインタラクティブ展示で明確にするとき"],"recipe":{"type":"輪郭と同程度に強い見出しを使い、細い本文は平坦な背景へ逃がす。","layout":"主形状のシルエットを重ならない位置へ置き、光側・影側の面分割が読める角度を選ぶ。","material":"拡散光を2〜4段へ量子化し、反射を抑え、必要な外周と稜線だけを別パスで描く。"},"avoid":"輪郭線を足しただけの3Dはセルシェーディングではない。陰影そのものを少数の明確な面へ変換する。","colors":["#F2D7A7","#E65D4F","#25213A"],"motif":"digital","pair":["limited-animation","low-poly"],"study":["non-photorealistic rendering","quantized diffuse lighting","silhouette and crease lines"],"en":{"essence":"Cel shading quantizes continuous 3D lighting into a few flat bands and may add contours, retaining spatial movement while making the surface read like animation cels or printed illustration.","cues":["Shadow split into two or three flat values","Strong outer and crease contours","Uniform color planes with restrained reflections","Three-dimensional motion beneath a drawn surface"],"works":["Giving 3D games and animation a readable drawn surface","Clarifying complex forms in diagrams and interactive exhibits"],"recipe":{"type":"Use headlines as strong as the contours and move small copy onto a flat field.","layout":"Choose an angle where silhouette and light-dark plane division remain clear.","material":"Quantize diffuse light to two to four bands, suppress reflection and draw only necessary silhouette and crease lines."},"avoid":"An outline around ordinary 3D shading is not cel shading. The lighting itself must become discrete planes.","study":["Non-photorealistic rendering","Quantized diffuse lighting","Silhouette and crease lines"]},"usage":{"license":"CC-BY-4.0","licenseName":"Creative Commons Attribution 4.0 International","licenseUrl":"https://creativecommons.org/licenses/by/4.0/","attribution":"IndexStyle — https://indexstyle.org","attributionUrl":"https://indexstyle.org","scope":"Original IndexStyle text and structured data. Reference images, quoted works, and third-party material are excluded and retain their own rights."}}