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  2. RenderMan Interface Specification - Wikipedia

    en.wikipedia.org/wiki/RenderMan_Interface...

    The fifteen standard light source, surface, volume, displacement, and imager shaders required by the specification. Any additional shaders, and any deviations from the standard shaders presented in this specification, must be documented by providing the equivalent shader expressed in the RenderMan shading language.

  3. 3Delight - Wikipedia

    en.wikipedia.org/wiki/3Delight

    Displacement shaders can be stacked. Displacement shaders can (additionally) be run on the vertices of a geometric primitive, before that primitive is shaded. First order ray differentials on rays fired from within a shader. A read/write disk cache that allows for reduction of strain on the network.

  4. Parallax occlusion mapping - Wikipedia

    en.wikipedia.org/wiki/Parallax_occlusion_mapping

    Parallax occlusion mapping (POM) is an enhancement of the parallax mapping technique. Parallax occlusion mapping is used to procedurally create 3D definition in textured surfaces, using a displacement map (similar to a topography map) instead of through the generation of new geometry. [1]

  5. Parallax mapping - Wikipedia

    en.wikipedia.org/wiki/Parallax_mapping

    Parallax mapping with shadows. Parallax mapping (also called offset mapping or virtual displacement mapping) is an enhancement of the bump mapping or normal mapping techniques applied to textures in 3D rendering applications such as video games.

  6. Reyes rendering - Wikipedia

    en.wikipedia.org/wiki/Reyes_rendering

    Aqsis Reyes render of the Utah teapot with a displacement shader. Reyes rendering is a computer software architecture used in 3D computer graphics to render photo-realistic images. It was developed in the mid-1980s by Loren Carpenter and Robert L. Cook at Lucasfilm's Computer Graphics Research Group, which is now Pixar. [1]

  7. Texture mapping - Wikipedia

    en.wikipedia.org/wiki/Texture_mapping

    Multiple texture maps (or channels) may be combined for control over specularity, normals, displacement, or subsurface scattering e.g. for skin rendering. Multiple texture images may be combined in texture atlases or array textures to reduce state changes for modern hardware. (They may be considered a modern evolution of tile map graphics).

  8. Messiah (software) - Wikipedia

    en.wikipedia.org/wiki/Messiah_(software)

    Nodal-based shader editor system for applying shaders and texture maps to models. Animation control of parameters is available through messiah's expression system. Multithreaded 64 bit rendering, supporting multiple core processors. Subpoly displacement, allowing for high detail displacement mapping of models using data from programs such as ...

  9. Blackmagic Fusion - Wikipedia

    en.wikipedia.org/wiki/Blackmagic_Fusion

    Blackmagic Fusion (formerly eyeon Fusion and briefly Maya Fusion, ... 3D material shaders, Region of Interest / Domain of Definition, stereo display Fusion 6.1