Search results
Results from the WOW.Com Content Network
It uses some combinations of known linear filters along with xBR edge detection rules in a non-linear way. It works in two passes and can only scale an image by two (or multiples of two by reapplying it and also has an anti-ringing filter). Super xBR+3D is a version with a 3D mask that only filters 2D elements.
The main advantage of this technique over conventional spatial anti-aliasing is that it does not require large amounts of computing power.It achieves this by smoothing undesirable jagged edges ("jaggies") [4] as pixels, according to how they appear on-screen, rather than analyzing the 3D model itself, as in conventional spatial anti-aliasing. [1]
A procedural image made in Shadertoy with distance fields, modeled, shaded, lit and rendered in realtime. Shadertoy is an online community and platform for computer graphics professionals, academics [1] and enthusiasts who share, learn and experiment with rendering techniques and procedural art through GLSL code.
However, pixel shaders do have knowledge of the screen coordinate being drawn, and can sample the screen and nearby pixels if the contents of the entire screen are passed as a texture to the shader. This technique can enable a wide variety of two-dimensional postprocessing effects such as blur, or edge detection/enhancement for cartoon/cel shaders.
ANGLE is currently used by Google Chrome (embedded into the Blink browser engine), Firefox, [9] Edge, WebKit, and the Qt Framework. [10] The engine is also used by Windows 10 for compatibility with apps ported from Android . [ 11 ]
Microsoft Edge – Prefixed WebGL 1.0 is available on Windows 10 Mobile. [51] Opera Mobile – Opera Mobile 12 supports WebGL 1.0 (on Android only). [52] Safari on iOS – WebGL 1.0 is available for mobile Safari in iOS 8. [53] WebGL 2.0 is available for mobile Safari in iOS 15. [44] Sailfish OS – WebGL 1.0 is supported in the default ...
A stochastic sample pattern is a random distribution of multisamples throughout the pixel. The irregular spacing of samples makes attribute evaluation complicated. The method is cost efficient due to low sample count (compared to regular grid patterns). Edge optimization with this method, although sub-optimal for screen aligned edges.
SSAO component of a typical game scene. The algorithm is implemented as a pixel shader, analyzing the scene depth buffer which is stored in a texture. For every pixel on the screen, the pixel shader samples the depth values around the current pixel and tries to compute the amount of occlusion from each of the sampled points.