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  2. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    Shaders are simple programs that describe the traits of either a vertex or a pixel. Vertex shaders describe the attributes (position, texture coordinates, colors, etc.) of a vertex, while pixel shaders describe the traits (color, z-depth and alpha value) of a pixel. A vertex shader is called for each vertex in a primitive (possibly after ...

  3. Complementary colors - Wikipedia

    en.wikipedia.org/wiki/Complementary_colors

    In the RGB model, the primary colors are red, green, and blue. The complementary primary–secondary combinations are red – cyan, green – magenta, and blue – yellow. In the RGB color model, the light of two complementary colors, such as red and cyan, combined at full intensity, will make white light, since two complementary colors contain ...

  4. Shades of red - Wikipedia

    en.wikipedia.org/wiki/Shades_of_red

    Red (RGB), RGB red, or electric red[citation needed] (as opposed to pigment red, shown below) is the brightest possible red that can be reproduced on a computer monitor. This color is an approximation of an orangish red spectral color. It is one of the three primary colors of light in the RGB color model, along with green and blue.

  5. Shading language - Wikipedia

    en.wikipedia.org/wiki/Shading_language

    DirectX High-Level Shader Language. The High-Level Shading Language (HLSL) is a C-style shader language for DirectX 9 and higher and Xbox game consoles. It is related to Nvidia's Cg, but is only supported by DirectX and Xbox. HLSL programs are compiled into bytecode equivalent of DirectX shader assembly language.

  6. Comparison of color models in computer graphics - Wikipedia

    en.wikipedia.org/wiki/Comparison_of_color_models...

    128. orange (255, 128, 0) 255. 255. yellow (255, 255, 0) Shades are created by multiplying the intensity of each primary color by 1 minus the shade factor, in the range 0 to 1. A shade factor of 0 does nothing to the hue, a shade factor of 1 produces black: new intensity = current intensity * (1 – shade factor)

  7. 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 ...

  8. 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. HLSL is analogous to the GLSL shading ...

  9. List of common shading algorithms - Wikipedia

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

    Diffuse reflection. Light that is reflected on a non-metallic and/or a very rough surface gives rise to a diffuse reflection. Models that describe the perceived brightness due to diffuse reflection include: Lambert. Oren–Nayar (Rough opaque diffuse surfaces) Minnaert.