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Also, a depth offset which shifts the objects away from the light may be applied to the shadow map rendering in an attempt to resolve stitching problems where the depth map value is close to the depth of a surface being drawn (i.e., the shadow-casting surface) in the next step. Alternatively, culling front faces and only rendering the back of ...
Alpha to coverage [1] [2] [3] is a multisampling computer graphics technique, that replaces alpha blending with a coverage mask. This achieves order-independent transparency for when anti-aliasing or semi-transparent textures are used. This particular technique is useful for situations where dense foliage or grass must be rendered in a video ...
[1] 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 ...
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.
Vertex shaders describe the attributes (position, texture coordinates, colors, etc.) of a vertex, while pixel shaders describe the traits (color, z-depth and alpha value) of a pixel. A vertex shader is called for each vertex in a primitive (possibly after tessellation ); thus one vertex in, one (updated) vertex out.
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.
This approach is an example of a "gathering" or "inside-out" approach, whereas other algorithms (such as depth-map ambient occlusion) employ "scattering" or "outside-in" techniques. In addition to the ambient occlusion value, a "bent normal" vector n ^ b {\displaystyle {\hat {n}}_{b}} is often generated, which points in the average direction of ...
The unified shader model uses the same hardware resources for both vertex and fragment processing. In the field of 3D computer graphics, the unified shader model (known in Direct3D 10 as "Shader Model 4.0") refers to a form of shader hardware in a graphical processing unit (GPU) where all of the shader stages in the rendering pipeline (geometry, vertex, pixel, etc.) have the same capabilities.