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  2. Vulkan - Wikipedia

    en.wikipedia.org/wiki/Vulkan

    Vulkan targets high-performance real-time 3D-graphics applications, such as video games and interactive media, and highly parallelized computing.Vulkan is intended to offer higher performance and more efficient CPU and GPU usage compared to the older OpenGL and Direct3D 11 APIs.

  3. Mantle (API) - Wikipedia

    en.wikipedia.org/wiki/Mantle_(API)

    The draw call improvements of Mantle help alleviate cases where the CPU is the bottleneck. The design goals of Mantle are to allow games and applications to utilize the CPUs and GPUs more efficiently, eliminate CPU bottlenecks by reducing API validation overhead and allowing more effective scaling on multiple CPU cores, provide faster draw routines, and allow greater control over the graphics ...

  4. OpenGL ES - Wikipedia

    en.wikipedia.org/wiki/OpenGL_ES

    The OpenGL ES 3.0 specification [13] was publicly released in August 2012. [14] It is backwards compatible with OpenGL ES 2.0, and partially compatible with WebGL 2.0, [15] as WebGL 2.0 was designed to have a high degree of interoperability with OpenGL ES 3.0. [16] The current version of the OpenGL ES 3.0 standard is 3.0.6, released in November ...

  5. OpenGL - Wikipedia

    en.wikipedia.org/wiki/OpenGL

    The Vulkan backend for Google's ANGLE achieved OpenGL ES 3.1 conformance in July 2020. [87] The Mesa3D project also includes such a driver, called Zink. [88] Microsoft's Windows 11 on Arm added support for OpenGL 3.3 via GLon12, an open source OpenGL implementation on top DirectX 12 via Mesa Gallium. [89] [90] [91]

  6. ANGLE (software) - Wikipedia

    en.wikipedia.org/wiki/ANGLE_(software)

    ANGLE (Almost Native Graphics Layer Engine) is an open source, cross-platform graphics engine abstraction layer developed by Google. [1] ANGLE translates OpenGL ES 2/3 calls to DirectX 9, 11, OpenGL or Vulkan API calls.

  7. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    The set of APIs used to compile, link, and pass parameters to GLSL programs are specified in three OpenGL extensions, and became part of core OpenGL as of OpenGL Version 2.0. The API was expanded with geometry shaders in OpenGL 3.2, tessellation shaders in OpenGL 4.0 and compute shaders in OpenGL 4.3. These OpenGL APIs are found in the extensions:

  8. Radiosity (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Radiosity_(computer_graphics)

    Scene rendered with RRV [1] (simple implementation of radiosity renderer based on OpenGL) 79th iteration The Cornell box, rendered with and without radiosity by BMRT. In 3D computer graphics, radiosity is an application of the finite element method to solving the rendering equation for scenes with surfaces that reflect light diffusely.

  9. OpenSceneGraph - Wikipedia

    en.wikipedia.org/wiki/OpenSceneGraph

    The toolkit is written in standard C++ using OpenGL, [2] and runs on a variety of operating systems including Microsoft Windows, macOS, Linux, IRIX, Solaris and FreeBSD. Since version 3.0.0, OpenSceneGraph also supports application development for mobile platforms, namely iOS and Android .