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  2. Physically based rendering - Wikipedia

    en.wikipedia.org/wiki/Physically_based_rendering

    Specular highlights are high and realistically modeled at the appropriate edge of the tread using a normal map. Physically based rendering (PBR) is a computer graphics approach that seeks to render images in a way that models the lights and surfaces with optics in the real world. It is often referred to as "Physically Based Lighting" or ...

  3. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    The set of APIs used to compile, link, and pass parameters to GLSL programs are specified in three OpenGL extensions, and became part of core OpenGL as of OpenGL Version 2.0. The API was expanded with geometry shaders in OpenGL 3.2, tessellation shaders in OpenGL 4.0 and compute shaders in OpenGL 4.3. These OpenGL APIs are found in the extensions:

  4. Parallax mapping - Wikipedia

    en.wikipedia.org/wiki/Parallax_mapping

    Parallax mapping with shadows. Parallax mapping (also called offset mapping or virtual displacement mapping) is an enhancement of the bump mapping or normal mapping techniques applied to textures in 3D rendering applications such as video games.

  5. Texture mapping - Wikipedia

    en.wikipedia.org/wiki/Texture_mapping

    A texture map [5] [6] is an image applied (mapped) to the surface of a shape or polygon. [7] This may be a bitmap image or a procedural texture.They may be stored in common image file formats, referenced by 3D model formats or material definitions, and assembled into resource bundles.

  6. Shading language - Wikipedia

    en.wikipedia.org/wiki/Shading_language

    The shader assembly language in Direct3D 8 and 9 is the main programming language for vertex and pixel shaders in Shader Model 1.0/1.1, 2.0, and 3.0. It is a direct representation of the intermediate shader bytecode which is passed to the graphics driver for execution.

  7. Graphics pipeline - Wikipedia

    en.wikipedia.org/wiki/Graphics_pipeline

    The computer graphics pipeline, also known as the rendering pipeline, or graphics pipeline, is a framework within computer graphics that outlines the necessary procedures for transforming a three-dimensional (3D) scene into a two-dimensional (2D) representation on a screen. [1]

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  9. Deferred shading - Wikipedia

    en.wikipedia.org/wiki/Deferred_shading

    The idea of deferred shading was originally introduced by Michael Deering and his colleagues in a paper [3] published in 1988 titled The triangle processor and normal vector shader: a VLSI system for high performance graphics. Although the paper never uses the word "deferred", a key concept is introduced; each pixel is shaded only once after ...