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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

    GLSL shaders themselves are simply a set of strings that are passed to the hardware vendor's driver for compilation from within an application using the OpenGL API's entry points. Shaders can be created on the fly from within an application, or read-in as text files, but must be sent to the driver in the form of a string.

  4. Deferred shading - Wikipedia

    en.wikipedia.org/wiki/Deferred_shading

    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 gathered.

  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. RDNA 2 - Wikipedia

    en.wikipedia.org/wiki/RDNA_2

    The RDNA 2 graphics pipeline has been reconfigured and reordered for greater performance-per-watt and more efficient rendering by moving the caches closer to the shader engines. A new mesh shaders model allows shader rendering to be done in parallel using smaller batches of primitives called "meshlets".

  7. Cam Jurgens injury update: Eagles C returns to action in NFC ...

    www.aol.com/cam-jurgens-injury-eagles-cs...

    Philadelphia Eagles center Cam Jurgens likely will not start in the NFC championship game while dealing with a back injury. Here's what that means: Cam Jurgens injury update: Eagles C returns to ...

  8. Unified shader model - Wikipedia

    en.wikipedia.org/wiki/Unified_shader_model

    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.

  9. Antonio Banderas Shares Throwback Photo from His Schoolboy ...

    www.aol.com/antonio-banderas-shares-throwback...

    Antonio Banderas is throwing it back to the '60s.. The Babygirl star shared a photo from his school days as a child to Instagram on Thursday, Jan. 16, when he attended the El Divino Pastor School ...