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  2. Full screen effect - Wikipedia

    en.wikipedia.org/wiki/Full_screen_effect

    The speed of applying a full screen effect is independent of the complexity of the image. In 3D rendering applications such as video games, common full screen effects include color filters, depth of field, and full screen bloom. A color filter, for example, may desaturate an image or convert it to grayscale.

  3. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    Originally, this functionality was achieved by writing shaders in ARB assembly language – a complex and unintuitive task. The OpenGL ARB created the OpenGL Shading Language to provide a more intuitive method for programming the graphics processing unit while maintaining the open standards advantage that has driven OpenGL throughout its history.

  4. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    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.

  5. Bloom (shader effect) - Wikipedia

    en.wikipedia.org/wiki/Bloom_(shader_effect)

    Bloom (sometimes referred to as light bloom or glow) is a computer graphics effect used in video games, demos, and high-dynamic-range rendering (HDRR) to reproduce an imaging artifact of real-world cameras. The effect produces fringes (or feathers) of light extending from the borders of bright areas in an image, contributing to the illusion of ...

  6. Multisample anti-aliasing - Wikipedia

    en.wikipedia.org/wiki/Multisample_anti-aliasing

    Initial implementations of full-scene anti-aliasing worked conceptually by simply rendering a scene at a higher resolution, and then downsampling to a lower-resolution output. Most modern GPUs are capable of this form of anti-aliasing, but it greatly taxes resources such as texture, bandwidth, and fillrate .

  7. Stencil buffer - Wikipedia

    en.wikipedia.org/wiki/Stencil_buffer

    Specifically, one way to achieve this effect stencil buffer is to multiply the volume of the shadow, and that as the copies, respectively are scaled according to a geometric series with a low magnification, e.g.,. 1.04. The Center of scaling can be the center of gravity of the polygon that represents the top volume.

  8. Shadow volume - Wikipedia

    en.wikipedia.org/wiki/Shadow_volume

    Set the stencil operation to increment on depth fail (only count shadows behind the object). Render the shadow volumes. Use back-face culling. Set the stencil operation to decrement on depth fail. Render the shadow volumes. The depth fail method has the same considerations regarding the stencil buffer's precision as the depth pass method.

  9. apk (file format) - Wikipedia

    en.wikipedia.org/wiki/Apk_(file_format)

    To make an APK file, a program for Android is first compiled using a tool such as Android Studio [3] or Visual Studio and then all of its parts are packaged into one container file. An APK file contains all of a program's code (such as .dex files), resources, assets, certificates, and manifest file. As is the case with many file formats, APK ...

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