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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.
OpenVX is an open, royalty-free standard for cross-platform acceleration of computer vision applications. It is designed by the Khronos Group to facilitate portable, optimized and power-efficient processing of methods for vision algorithms. This is aimed for embedded and real-time programs within computer vision and related scenarios.
Enchant is a free software project developed as part of the AbiWord word processor with the aim of unifying access to the various existing spell-checker software. Enchant wraps a common set of functionality present in a variety of existing products/libraries, and exposes a stable API/ABI for doing so.
It is a direct representation of the intermediate shader bytecode which is passed to the graphics driver for execution. The shader assembly language cannot be directly used to program unified Shader Model 4.0, 4.1, 5.0, and 5.1, although it retains its function as a representation of the intermediate bytecode for debug purposes. [6]
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.
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.
As the number of profile and shader types cropped up, Microsoft has switched to use the term "Shader Model" to group a set of profiles found in a generation of GPUs. [9] Cg supports some of the newer profiles up to Shader Model 5.0 as well as translation to glsl or hlsl.
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.