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  2. 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.

  3. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    Originally introduced as an extension to OpenGL 1.4, GLSL was formally included into the OpenGL 2.0 core in 2004 by the OpenGL ARB. It was the first major revision to OpenGL since the creation of OpenGL 1.0 in 1992. Some benefits of using GLSL are: Cross-platform compatibility on multiple operating systems, including Linux, macOS and Windows.

  4. 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.

  5. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    The first shader-capable GPUs only supported pixel shading, but vertex shaders were quickly introduced once developers realized the power of shaders. The first video card with a programmable pixel shader was the Nvidia GeForce 3 (NV20), released in 2001. [ 3 ]

  6. Mesa (computer graphics) - Wikipedia

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

    2017-12-08: Mesa 17.3 AMD Vulkan Driver RADV full compliant in Khronos Test of Vulkan 1.0 2018-05-18: Mesa 18.1 with Vulkan 1.1 (Intel ANV and AMD RADV) 2018-09-07: Mesa 18.2 with OpenGL 4.3 for Soft Driver VIRGL (important for virtual machines in cloud Cluster Computer), OpenGL ES 3.1 for Freedreno with Adreno A5xx

  7. Physically based rendering - Wikipedia

    en.wikipedia.org/wiki/Physically_based_rendering

    Much of this work was done at the Cornell University Program of Computer Graphics; a 1997 paper from that lab [1] describes the work done at Cornell in this area to that point. "Physically Based Shading" was introduced by Yoshiharu Gotanda during the course Physically-Based Shading Models in Film and Game Production at the SIGGRAPH 2010.

  8. CUDA - Wikipedia

    en.wikipedia.org/wiki/CUDA

    Download QR code; Print/export ... [18] which supersedes the beta released February 14, 2008. ... 8 / 16 / 32 8 1 4 3 E5M2 = FP8 variant

  9. Paolo Frisi - Wikipedia

    en.wikipedia.org/wiki/Paolo_Frisi

    A 19th century medallion of Paolo Frisi on the facade of Palazzo Beccaria in via Brera street, Milan (birthplace of Cesare Beccaria) Frisi was born in Melegnano in 1728; his sibling Antonio Francesco, born in 1735, went on to be a historian. [2]