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  2. Metal (API) - Wikipedia

    en.wikipedia.org/wiki/Metal_(API)

    Metal is a low-level, low-overhead hardware-accelerated 3D graphic and compute shader API created by Apple, debuting in iOS 8. Metal combines functions similar to OpenGL and OpenCL in one API. It is intended to improve performance by offering low-level access to the GPU hardware for apps on iOS , iPadOS , macOS , and tvOS .

  3. 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.

  4. File:Dariush Borbor, Lovers, Black and White in Unity, Oil on ...

    en.wikipedia.org/wiki/File:Dariush_Borbor...

    Main page; Contents; Current events; Random article; About Wikipedia; Contact us; Donate

  5. List of cel-shaded video games - Wikipedia

    en.wikipedia.org/wiki/List_of_cel-shaded_video_games

    Ni no Kuni: Wrath of the White Witch: PlayStation 3, Nintendo Switch, PlayStation 4, Microsoft Windows, Xbox One, Xbox Series X/S: Level-5: 2013 (NA/EU) 2011 (JP) Ni no Kuni II: Revenant Kingdom: Nintendo Switch, PlayStation 4, Microsoft Windows, Xbox One, Xbox Series X/S: Level-5: 2018 Nicktoons Unite! (Nintendo DS version only) Nintendo DS ...

  6. 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.

  7. Cel shading - Wikipedia

    en.wikipedia.org/wiki/Cel_shading

    Back-face culling is inverted and the back-facing triangles are drawn in black. To dilate the silhouette, these back-faces may be drawn in wireframe multiple times with slight changes in translation. Alternatively, back-faces may be rendered solid-filled, with their vertices translated along their vertex normals in a vertex shader. After ...

  8. Cg (programming language) - Wikipedia

    en.wikipedia.org/wiki/Cg_(programming_language)

    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.

  9. 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.