Search results
Results From The WOW.Com Content Network
Physically based rendering ( PBR) is a computer graphics approach that seeks to render images in a way that models the lights and surfaces with optics in the real world. It is often referred to as "Physically Based Lighting" or "Physically Based Shading". Many PBR pipelines aim to achieve photorealism. Feasible and quick approximations of the ...
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.
The computer graphics pipeline, also known as the rendering pipeline, or graphics pipeline, is a framework within computer graphics that outlines the necessary procedures for transforming a three-dimensional (3D) scene into a two-dimensional (2D) representation on a screen. [ 1] Once a 3D model is generated, the graphics pipeline converts the ...
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 sceneāa process known as shading. Shaders have evolved to perform a variety of specialized functions in computer graphics special effects and video post-processing , as well as general-purpose ...
Shader operations - How many operations the pixel shaders (or unified shaders in Direct3D 10 and newer GPUs) can perform. Measured in operations/s. Measured in operations/s. Vertex operations - The amount of geometry operations that can be processed on the vertex shaders in one second (only applies to Direct3D 9.0c and older GPUs).
In computer graphics, level of detail ( LOD) refers to the complexity of a 3D model representation. [ 1][ 2][ 3] LOD can be decreased as the model moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or position. LOD techniques increase the efficiency of rendering by decreasing the ...
TeraScale (microarchitecture) TeraScale is the codename for a family of graphics processing unit microarchitectures developed by ATI Technologies / AMD and their second microarchitecture implementing the unified shader model following Xenos. TeraScale replaced the old fixed-pipeline microarchitectures and competed directly with Nvidia's first ...
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.