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  2. 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.

  3. Texture filtering - Wikipedia

    en.wikipedia.org/wiki/Texture_filtering

    Mipmapping is a standard technique used to save some of the filtering work needed during texture minification. [2] It is also highly beneficial for cache coherency - without it the memory access pattern during sampling from distant textures will exhibit extremely poor locality, adversely affecting performance even if no filtering is performed.

  4. Bloom (shader effect) - Wikipedia

    en.wikipedia.org/wiki/Bloom_(shader_effect)

    The effect produces fringes (or feathers) of light extending from the borders of bright areas in an image, contributing to the illusion of an extremely bright light overwhelming the camera or eye capturing the scene. It became widely used in video games after an article on the technique was published by the authors of Tron 2.0 in 2004. [1]

  5. Anisotropic filtering - Wikipedia

    en.wikipedia.org/wiki/Anisotropic_filtering

    Anisotropic filtering can therefore be said to maintain crisp texture detail at all viewing orientations while providing fast anti-aliased texture filtering. In traditional isotropic mipmapping, downsizing at each level halves the resolution on each axis simultaneously. As a result, when rendering a horizontal plane at an oblique angle to the ...

  6. Shadow mapping - Wikipedia

    en.wikipedia.org/wiki/Shadow_mapping

    In a shader implementation, this test would be done at the fragment level. Also, care needs to be taken when selecting the type of texture map storage to be used by the hardware: if interpolation cannot be done, the shadow will appear to have a sharp, jagged edge (an effect that can be reduced with greater shadow map resolution).

  7. Gamma correction - Wikipedia

    en.wikipedia.org/wiki/Gamma_correction

    Using the controls for gamma, contrast and brightness, the gamma correction on an LCD can only be done for one specific vertical viewing angle, which implies one specific horizontal line on the monitor, at one specific brightness and contrast level. An ICC profile allows one to adjust the monitor for several brightness levels. The quality (and ...

  8. S3 Texture Compression - Wikipedia

    en.wikipedia.org/wiki/S3_Texture_Compression

    S3 Texture Compression (S3TC) (sometimes also called DXTn, DXTC, or BCn) is a group of related lossy texture compression algorithms originally developed by Iourcha et al. of S3 Graphics, Ltd. [1] [2] for use in their Savage 3D computer graphics accelerator.

  9. Candela per square metre - Wikipedia

    en.wikipedia.org/wiki/Candela_per_square_metre

    The candela per square metre (symbol: cd/m 2) is the unit of luminance in the International System of Units (SI). The unit is based on the candela, the SI unit of luminous intensity, and the square metre, the SI unit of area.