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opengl.org. OpenGL (Open Graphics Library[4]) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.
Z-fighting, also called stitching or planefighting, is a phenomenon in 3D rendering that occurs when two or more primitives have very similar distances to the camera. This would cause them to have near-similar or identical values in the z-buffer, which keeps track of depth. This then means that when a specific pixel is being rendered, it is ...
OpenGL Shading Language (GLSL) is a high-level shading language with a syntax based on the C programming language. It was created by the OpenGL ARB (OpenGL Architecture Review Board) to give developers more direct control of the graphics pipeline without having to use ARB assembly language or hardware-specific languages.
Adobe After Effects, a digital motion graphics and compositing software. Adobe Photoshop, a popular photo and graphics editing software. Adobe Premiere Pro, a real-time, timeline based video editing software applications. ArtRage, traditional media painting software. Kodi, a cross-platform, open source media center.
Cross-platform, compatible with OpenGL, OpenAL, and Newton Game Dynamics libraries; defining features include ability for advanced object interaction via use of Newton's physics code id Tech 0 Wolfenstein 3D engine: C: 1992 Yes 2.5D Windows, Linux, macOS
Java OpenGL (JOGL) is a wrapper library that allows OpenGL to be used in the Java programming language. [1][2] It was originally developed by Kenneth Bradley Russell and Christopher John Kline, and was further developed by the Game Technology Group at Sun Microsystems. Since 2010, it has been an independent open-source project under a BSD license.
The primary advantage of deferred shading is the decoupling of scene geometry from lighting. Only one geometry pass is required, and each light is only computed for those pixels that it actually affects. This gives the ability to render many lights in a scene without a significant performance hit. [5] There are some other advantages claimed for ...
Anisotropic filtering. In 3D computer graphics, anisotropic filtering (abbreviated AF) [1][2] is a method of enhancing the image quality of textures. It only applies on surfaces at oblique viewing angles to the camera and where the projection of the texture (not the polygon or other primitive on which it is rendered) appears to be non- orthogonal.