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  2. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    This shader works by replacing all light areas of the image with white, and all dark areas with a brightly colored texture. In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as shading.

  3. Physically based rendering - Wikipedia

    en.wikipedia.org/wiki/Physically_based_rendering

    A diamond plate texture rendered close-up using physically based rendering principles. Microfacet abrasions cover the material, giving it a rough, realistic look even though the material is a metal. Specular highlights are high and realistically modeled at the appropriate edge of the tread using a normal map.

  4. High-Level Shader Language - Wikipedia

    en.wikipedia.org/wiki/High-Level_Shader_Language

    The High-Level Shader Language [1] or High-Level Shading Language [2] (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher.

  5. OpenGL ES - Wikipedia

    en.wikipedia.org/wiki/OpenGL_ES

    OpenGL for Embedded Systems (OpenGL ES or GLES) is a subset of the OpenGL computer graphics rendering application programming interface (API) for rendering 2D and 3D computer graphics such as those used by video games, typically hardware-accelerated using a graphics processing unit (GPU).

  6. Torque (game engine) - Wikipedia

    en.wikipedia.org/wiki/Torque_(game_engine)

    Torque Lighting Kit was an expansion pack to the Torque Game Engine developed by John Kabus and Synapse Gaming. It added a variety of enhanced lighting features to the Torque Game Engine. In the latest release, [34] features such as dynamic lighting and shadowing were added. Torque Lighting Kit was later included as part of Torque Game Engine 1 ...

  7. Deferred shading - Wikipedia

    en.wikipedia.org/wiki/Deferred_shading

    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.

  8. If you purchased these potato chips in the past 8 years, you ...

    www.aol.com/purchased-potato-chips-past-8...

    Customers who purchased Deep River brand potato chips labeled “Non-GMO Ingredients” may be eligible for a cash payment from a class action settlement.

  9. Java Advanced Imaging - Wikipedia

    en.wikipedia.org/wiki/Java_Advanced_Imaging

    Java Advanced Imaging (JAI) is a Java platform extension API which allows developers to create their own image manipulation routines. JAI is provided as a free download directly from Oracle Corporation for the Windows, Solaris, and Linux platforms. Apple Inc. provides an OS X version of the API from their website for Mac OS X v10.3.