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  2. Draw distance - Wikipedia

    en.wikipedia.org/wiki/Draw_distance

    The influence of different draw distances (Higher distances show more area.) In computer graphics, draw distance (render distance or view distance) is the maximum distance of objects in a three-dimensional scene that are drawn by the rendering engine.

  3. Level of detail (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Level_of_detail_(computer...

    With the advent of 3D games in the 1990s, a lot of video games simply did not render distant structures or objects. Only nearby objects would be rendered and more distant parts would gradually fade, essentially implementing distance fog. Video games using LOD rendering avoid this fog effect and can render larger areas.

  4. Z-fighting - Wikipedia

    en.wikipedia.org/wiki/Z-fighting

    One of these techniques is to "simulate" the distance of objects far from the user without actually changing their position. For example, if the maximum safe view distance (beyond which z-fighting occurs) is 10,000 units, and an object to be rendered is 15,000 units away, that object could instead be rendered at 10,000 units but it could be ...

  5. Z-buffering - Wikipedia

    en.wikipedia.org/wiki/Z-buffering

    In rendering, z-culling is early pixel elimination based on depth, a method that provides an increase in performance when rendering of hidden surfaces is costly. It is a direct consequence of z-buffering, where the depth of each pixel candidate is compared to the depth of the existing geometry behind which it might be hidden.

  6. Feature levels in Direct3D - Wikipedia

    en.wikipedia.org/wiki/Feature_levels_in_Direct3D

    In Direct3D 11, the concept of feature levels has been further expanded to run on most downlevel hardware including Direct3D 9 cards with WDDM drivers.. There are seven feature levels provided by D3D_FEATURE_LEVEL structure; levels 9_1, 9_2 and 9_3 (collectively known as Direct3D 10 Level 9) re-encapsulate various features of popular Direct3D 9 cards conforming to Shader Model 2.0, while ...

  7. Mipmap - Wikipedia

    en.wikipedia.org/wiki/Mipmap

    The height and width of each image, or level, in the mipmap is a factor of two smaller than the previous level. Mipmaps do not have to be square. They are intended to increase rendering speed and reduce aliasing artifacts. A high-resolution mipmap image is used for high-density samples, such as for objects close to the camera; lower-resolution ...

  8. Distance fog - Wikipedia

    en.wikipedia.org/wiki/Distance_fog

    Distance fog is a technique used in 3D computer graphics to enhance the perception of distance by shading distant objects differently. [1]Because many of the shapes in graphical environments are relatively simple, and complex shadows are difficult to render, many graphics engines employ a "fog" gradient so objects further from the camera are progressively more obscured by haze and by aerial ...

  9. Jump flooding algorithm - Wikipedia

    en.wikipedia.org/wiki/Jump_Flooding_Algorithm

    The jump flooding algorithm (JFA) is a flooding algorithm used in the construction of Voronoi diagrams and distance transforms. The JFA was introduced by Rong Guodong at an ACM symposium in 2006. [1] The JFA has desirable attributes in GPU computation, notably for its efficient performance. However, it is only an approximate algorithm and does ...