Search results
Results From The WOW.Com Content Network
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 ...
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 ...
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 ...
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.
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.
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.
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 ...
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).