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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. List of game engines - Wikipedia

    en.wikipedia.org/wiki/List_of_game_engines

    Game content, including graphics, animation, sound, and physics, is authored in the 3D modeling and animation suite Blender [1] Blender Game Engine: C, C++: 2000 Python: Yes 2D, 3D Windows, Linux, macOS, Solaris: Yo Frankie!, Sintel The Game, ColorCube: GPL-2.0-or-later: 2D/3D game engine packaged in a 3D modelar with integrated Bullet physics ...

  4. Roblox - Wikipedia

    en.wikipedia.org/wiki/Roblox

    Roblox (/ ˈ r oʊ b l ɒ k s / ⓘ, ROH-bloks) is an online game platform and game creation system developed by Roblox Corporation that allows users to program and play games created by themselves or other users. It was created by David Baszucki and Erik Cassel in 2004, and released to the public in 2006. As of August 2020, the platform has ...

  5. Dynamic video memory technology - Wikipedia

    en.wikipedia.org/wiki/Dynamic_video_memory...

    The amount of video memory is dependent upon the amount of pre-allocated video memory plus DVMT allocation. DVMT, as its name implies, dynamically allocates system memory for use as video memory to ensure more available resources for 2D/3D graphics performance, e.g. for graphically demanding games.

  6. VESA BIOS Extensions - Wikipedia

    en.wikipedia.org/wiki/VESA_BIOS_Extensions

    Running hwinfo --framebuffer reports graphics information, including VESA modes on a "Mode" line. mdt is a Linux or DOS tool that uses VESA BIOS functions to read monitor data. [11] The Linux Real Mode Interface (LRMI) has a vbetest program that prints out VESA info. SciTech Software had a unrelated vbetest for DOS that dates back to 1994.

  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. Retained mode - Wikipedia

    en.wikipedia.org/wiki/Retained_mode

    Schematic explanation of a retained mode graphics API. In retained mode the client calls do not directly cause actual rendering, but instead update an abstract internal model (typically a list of objects) which is maintained within the library's data space. This allows the library to optimize when actual rendering takes place along with the ...

  9. Voodoo2 - Wikipedia

    en.wikipedia.org/wiki/Voodoo2

    Supports 8 or 12 Megabytes high speed EDO DRAM rated at 100 MHz but running at 90 MHz, 25 ns. RAM configured into 4 Megabytes for frame buffer(s) and Z-buffer and 4 or 8 Megabytes texture memory. 90 million fully featured pixels /sec sustained fill rate for bilinear textures, with LOD MIP-mapping, Z-buffering, alpha-blending and fogging enabled).