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  2. Physically based rendering - Wikipedia

    en.wikipedia.org/wiki/Physically_based_rendering

    Sophisticated applications allow savvy users to write custom shaders in a shading language such as HLSL or GLSL, though increasingly node-based material editors that allow a graph-based workflow with native support for important concepts such as light position, levels of reflection and emission and metallicity, and a wide range of other math ...

  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. Shading language - Wikipedia

    en.wikipedia.org/wiki/Shading_language

    The shader assembly language in Direct3D 8 and 9 is the main programming language for vertex and pixel shaders in Shader Model 1.0/1.1, 2.0, and 3.0. It is a direct representation of the intermediate shader bytecode which is passed to the graphics driver for execution.

  5. Z-buffering - Wikipedia

    en.wikipedia.org/wiki/Z-buffering

    This makes z-culling a good optimization candidate in situations where fillrate, lighting, texturing, or pixel shaders are the main bottlenecks. While z-buffering allows the geometry to be unsorted, sorting polygons by increasing depth (thus using a reverse painter's algorithm ) allows each screen pixel to be rendered fewer times.

  6. RenderMan Shading Language - Wikipedia

    en.wikipedia.org/wiki/RenderMan_Shading_Language

    Renderman Shading Language (abbreviated RSL) is a component of the RenderMan Interface Specification, and is used to define shaders.The language syntax is C-like.. A shader written in RSL can be used without changes on any RenderMan-compliant renderer, such as Pixar's PhotoRealistic RenderMan, DNA Research's 3Delight, Sitexgraphics' Air or an open source solution such as Pixie or Aqsis.

  7. 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 ...

  8. 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 ...

  9. Phong shading - Wikipedia

    en.wikipedia.org/wiki/Phong_shading

    Phong shading and the Phong reflection model were developed at the University of Utah by Bui Tuong Phong, who published them in his 1973 Ph.D. dissertation [3] [4] and a 1975 paper. [5]