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  2. 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.

  3. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    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.

  4. Physically based rendering - Wikipedia

    en.wikipedia.org/wiki/Physically_based_rendering

    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 "Physically Based Shading". Many PBR pipelines aim to achieve photorealism.

  5. 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.

  6. Ambient occlusion - Wikipedia

    en.wikipedia.org/wiki/Ambient_occlusion

    3D animation of ambient occlusion enabled on the animation to the right. In the absence of hardware-assisted ray traced ambient occlusion, real-time applications such as computer games can use screen space ambient occlusion (SSAO) techniques such as horizon-based ambient occlusion including HBAO and ground-truth ambient occlusion (GTAO) as a faster approximation of true ambient occlusion ...

  7. Blinn–Phong reflection model - Wikipedia

    en.wikipedia.org/wiki/Blinn–Phong_reflection_model

    The Blinn–Phong reflection model, also called the modified Phong reflection model, is a modification developed by Jim Blinn to the Phong reflection model. [1]Blinn–Phong is a shading model used in OpenGL and Direct3D's fixed-function pipeline (before Direct3D 10 and OpenGL 3.1), and is carried out on each vertex as it passes down the graphics pipeline; pixel values between vertices are ...

  8. Bloom (shader effect) - Wikipedia

    en.wikipedia.org/wiki/Bloom_(shader_effect)

    Bloom (sometimes referred to as light bloom or glow) is a computer graphics effect used in video games, demos, and high-dynamic-range rendering (HDRR) to reproduce an imaging artifact of real-world cameras. The effect produces fringes (or feathers) of light extending from the borders of bright areas in an image, contributing to the illusion of ...

  9. Open Shading Language - Wikipedia

    en.wikipedia.org/wiki/Open_Shading_Language

    Open Shading Language (OSL) is a shading language developed by Sony Pictures Imageworks, a Canadian visual effects and computer animation studio headquartered in Vancouver, British Columbia and Montreal, Quebec, with an additional office on the Sony Pictures Studios lot in Culver City, California, a unit of Sony Pictures Entertainment's Motion Picture Group, which through an intermediate ...