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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.
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 scene—a 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 ...
When it was first introduced, the name was an acronym for Compute Unified Device Architecture, [3] but Nvidia later dropped the common use of the acronym and now rarely expands it. [ 4 ] CUDA is a software layer that gives direct access to the GPU's virtual instruction set and parallel computational elements for the execution of compute kernels ...
Graphics represented as a rectangular grid of pixels. Rasterization Converting vector graphics to raster graphics. This terms also denotes a common method of rendering 3D models in real time. Ray casting Rendering by casting non-recursive rays from the camera into the scene. 2D ray casting is a 2.5D rendering method. Ray marching
Unified Video Decoder (UVD, previously called Universal Video Decoder) is the name given to AMD's dedicated video decoding ASIC. There are multiple versions implementing a multitude of video codecs , such as H.264 and VC-1 .
The High-Level Shader Language [1] or High-Level Shading Language [2] (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher.
General-purpose computing on GPUs became more practical and popular after about 2001, with the advent of both programmable shaders and floating point support on graphics processors. Notably, problems involving matrices and/or vectors – especially two-, three-, or four-dimensional vectors – were easy to translate to a GPU, which acts with ...
UML—Unified Modeling Language; UML—User-Mode Linux; UMPC—Ultra-Mobile Personal Computer; UMTS—Universal Mobile Telecommunications System; UNC—Universal Naming Convention; UNIVAC—Universal Automatic Computer (By MKS) UPS—Uninterruptible Power Supply or Uninterrupted Power Supply; URI—Uniform Resource Identifier; URL—Uniform ...