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  2. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    Pixel shaders may also be applied in intermediate stages to any two-dimensional images—sprites or textures—in the pipeline, whereas vertex shaders always require a 3D scene. For instance, a pixel shader is the only kind of shader that can act as a postprocessor or filter for a video stream after it has been rasterized.

  3. 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.

  4. TeraScale (microarchitecture) - Wikipedia

    en.wikipedia.org/wiki/TeraScale_(microarchitecture)

    The R600 core processes vertex, geometry, and pixel shaders as outlined by the Direct3D 10.0 specification for Shader Model 4.0 in addition to full OpenGL 3.0 support. [8] The new unified shader functionality is based upon a very long instruction word (VLIW) architecture in which the core executes operations in parallel. [9]

  5. Graphics pipeline - Wikipedia

    en.wikipedia.org/wiki/Graphics_pipeline

    The most important shader units are vertex shaders, geometry shaders, and pixel shaders. The Unified Shader has been introduced to take full advantage of all units. This gives a single large pool of shader units. As required, the pool is divided into different groups of shaders. A strict separation between the shader types is therefore no ...

  6. Multisample anti-aliasing - Wikipedia

    en.wikipedia.org/wiki/Multisample_anti-aliasing

    The pixel shader usually only needs to be evaluated once per pixel for every triangle covering at least one sample point. The edges of polygons (the most obvious source of aliasing in 3D graphics) are anti-aliased.

  7. Cg (programming language) - Wikipedia

    en.wikipedia.org/wiki/Cg_(programming_language)

    HLSL shaders can enable many special effects in both 2D and 3D computer graphics. The Cg/HLSL language originally only included support for vertex shaders and pixel shaders , but other types of shaders were introduced gradually as well:

  8. Pixel-art scaling algorithms - Wikipedia

    en.wikipedia.org/wiki/Pixel-art_scaling_algorithms

    The newest xBR versions are multi-pass and can preserve small details better. There is also a version of xBR combined with Reverse-AA shader called xBR-Hybrid. [16] xBR+3D is a version with a 3D mask that only filters 2D elements. xBRZ by Zenju is a modified version of xBR. It is implemented from scratch as a CPU-based filter in C++. [17]

  9. Unified shader model - Wikipedia

    en.wikipedia.org/wiki/Unified_shader_model

    The unified shader model uses the same hardware resources for both vertex and fragment processing. In the field of 3D computer graphics, the unified shader model (known in Direct3D 10 as "Shader Model 4.0") refers to a form of shader hardware in a graphical processing unit (GPU) where all of the shader stages in the rendering pipeline (geometry, vertex, pixel, etc.) have the same capabilities.