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  2. Pixel-art scaling algorithms - Wikipedia

    en.wikipedia.org/wiki/Pixel-art_scaling_algorithms

    Scaled background textures keep the sharp characteristics of the original image, rather than becoming blurred like HQx (often ScaleHQ in practice) tends to do. The newest xBR versions are multi-pass and can preserve small details better. There is also a version of xBR combined with Reverse-AA shader called xBR-Hybrid.

  3. RSX Reality Synthesizer - Wikipedia

    en.wikipedia.org/wiki/RSX_Reality_Synthesizer

    550 MHz Pixel shader clock / 500 MHz Vertex shader clock on 90 nm process (shrunk to 65 nm in 2008 [4] to 40 nm in 2010 [5]), and to 28 nm in 2013, 300+ million transistors; Based on NV47 (Nvidia GeForce 7800 architecture) Little Endian; 24 texture filtering units (TF) and 8 vertex texture addressing units (TA) 24 filtered samples per clock

  4. MDMA - Wikipedia

    en.wikipedia.org/wiki/MDMA

    3,4-Methyl enedioxy methamphetamine (MDMA), commonly known as ecstasy (tablet form), and molly (crystal form), [19] [20] is an empathogen–entactogenic drug with stimulant and minor psychedelic properties.

  5. List of common shading algorithms - Wikipedia

    en.wikipedia.org/wiki/List_of_common_shading...

    Subsurface scattering is an indirect form of reflection where some of the light is transmitted into a semi-transparent material, scattered under the surface and bounced back out again.

  6. Multisample anti-aliasing - Wikipedia

    en.wikipedia.org/wiki/Multisample_anti-aliasing

    Multisample anti-aliasing (MSAA) is a type of spatial anti-aliasing, a technique used in computer graphics to remove jaggies.. It is an optimization of supersampling, where only the necessary parts are sampled more.

  7. Screen space ambient occlusion - Wikipedia

    en.wikipedia.org/wiki/Screen_space_ambient_occlusion

    SSAO component of a typical game scene. The algorithm is implemented as a pixel shader, analyzing the scene depth buffer which is stored in a texture. For every pixel on the screen, the pixel shader samples the depth values around the current pixel and tries to compute the amount of occlusion from each of the sampled points.

  8. Time's Orphan - Wikipedia

    en.wikipedia.org/wiki/Time's_Orphan

    Outdoor scenes of Golana were filmed in Malibu State Park "Time's Orphan" is the 148th episode of the syndicated American science fiction television series Star Trek: Deep Space Nine, the 24th episode of the sixth season.

  9. TeraScale (microarchitecture) - Wikipedia

    en.wikipedia.org/wiki/TeraScale_(microarchitecture)

    TeraScale is the codename for a family of graphics processing unit microarchitectures developed by ATI Technologies/AMD and their second microarchitecture implementing the unified shader model following Xenos.