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Originally, this functionality was achieved by writing shaders in ARB assembly language – a complex and unintuitive task. The OpenGL ARB created the OpenGL Shading Language to provide a more intuitive method for programming the graphics processing unit while maintaining the open standards advantage that has driven OpenGL throughout its history.
Sophisticated applications allow savvy users to write custom shaders in a shading language such as HLSL or GLSL, though increasingly node-based material editors that allow a graph-based workflow with native support for important concepts such as light position, levels of reflection and emission and metallicity, and a wide range of other math ...
Newer geometry shaders can generate new vertices from within the shader. Tessellation shaders are the newest 3D shaders; they act on batches of vertices all at once to add detail—such as subdividing a model into smaller groups of triangles or other primitives at runtime, to improve things like curves and bumps, or change other attributes.
A vertex buffer object (VBO) is an OpenGL feature that provides methods for uploading vertex data (position, normal vector, color, etc.) to the video device for non-immediate-mode rendering.
OpenGL (Open Graphics Library [4]) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics.The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.
In the field of 3D computer graphics, deferred shading is a screen-space shading technique that is performed on a second rendering pass, after the vertex and pixel shaders are rendered. [2] It was first suggested by Michael Deering in 1988. [3] On the first pass of a deferred shader, only data that is required for shading computation is gathered.
The Lightweight Java Game Library (LWJGL) is an open-source software library that provides bindings to a variety of C libraries for video game developers to Java.It exposes cross-platform libraries commonly used in developing video games and multimedia titles, such as Vulkan, OpenGL, OpenAL and OpenCL.
An example of bloom in a computer-generated image (from Elephants Dream).The light on the bright background bleeds on the darker areas, such as the walls and the characters.