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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.
1 Pixel pipelines : Vertex shaders : Texture mapping units : Render output units 2 OpenGL 1.0 (Generic 2D) is provided through software implementations. Rage Mobility series
Geometry shader In APIs such as OpenGL and Direct3D, geometry shader is an optional stage able to process 3D model geometry in more advanced ways than a vertex or tessellation shaders (e.g. turn primitives into other primitives). G-buffer
Modern graphics cards use a freely programmable, shader-controlled pipeline, which allows direct access to individual processing steps. To relieve the main processor, additional processing steps have been moved to the pipeline and the GPU. The most important shader units are vertex shaders, geometry shaders, and pixel shaders.
The Radeon R700 is the engineering codename for a graphics processing unit series developed by Advanced Micro Devices under the ATI brand name. The foundation chip, codenamed RV770, was announced and demonstrated on June 16, 2008 as part of the FireStream 9250 and Cinema 2.0 initiative launch media event, [5] with official release of the Radeon HD 4800 series on June 25, 2008.
The Mobility Radeon HD 2300 is a budget product which includes UVD in silica but lacks unified shader architecture and DirectX 10.0/SM 4.0 support, limiting support to DirectX 9.0c/SM 3.0 using the more traditional architecture of the previous generation. A high-end variant, the Mobility Radeon HD 2700, with higher core and memory frequencies ...
Caustic was founded in 2006 by three ex-Apple engineers, one of which had developed graphics technologies for the 5th Generation iPod and 1st Generation iPhone. [4]The founding business plan was to build a complete real-time ray traced graphics system to initially accelerate professional 3D visualisation and later for entertainment applications on PCs and gaming consoles.