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  2. List of AMD processors with 3D graphics - Wikipedia

    en.wikipedia.org/wiki/List_of_AMD_Processors...

    Three to eight Compute Units (CUs) based on GCN 2nd gen microarchitecture; [43] 1 Compute Unit (CU) consists of 64 Unified Shader Processors : 4 Texture Mapping Units (TMUs) : 1 Render Output Unit (ROPs). Heterogeneous System Architecture-enabled zero-copy through pointer passing. SIP blocks: Unified Video Decoder, Video Coding Engine ...

  3. Template:AMD custom APU - Wikipedia

    en.wikipedia.org/wiki/Template:AMD_custom_APU

    Primitive shaders Custom 3D audio blocks Hardware-accelerated upscaling 16 GB GDDR6 256-bit 576 4KBD 2 TB NVMe SSD (PCIe Gen 4 × 4) PCIe 4.0 M.2 slot USB Vulkan 1.2 PS5 TEMPEST 3D AudioTech PS VR Dedicated DMA controller and I/O coprocessors Custom coherency engines and cache scrubbers Custom decompression block HDR Up to 4K@120 Hz Up to 8K@60 Hz

  4. Unified shader model - Wikipedia

    en.wikipedia.org/wiki/Unified_shader_model

    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.

  5. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    This shader works by replacing all light areas of the image with white, and all dark areas with a brightly colored texture. 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.

  6. List of AMD graphics processing units - Wikipedia

    en.wikipedia.org/wiki/List_of_AMD_graphics...

    Shader operations - How many operations the pixel shaders (or unified shaders in Direct3D 10 and newer GPUs) can perform. Measured in operations/s. Vertex operations - The amount of geometry operations that can be processed on the vertex shaders in one second (only applies to Direct3D 9.0c and older GPUs). Measured in vertices/s.

  7. Deferred shading - Wikipedia

    en.wikipedia.org/wiki/Deferred_shading

    In the field of 3D computer graphics, deferred shading is a screen-space shading technique that is performed on a second rendering pass, after the vertex and pixel shaders are rendered. [2] It was first suggested by Michael Deering in 1988. [3] On the first pass of a deferred shader, only data that is required for shading computation is gathered.

  8. High-Level Shader Language - Wikipedia

    en.wikipedia.org/wiki/High-Level_Shader_Language

    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.

  9. Texel (graphics) - Wikipedia

    en.wikipedia.org/wiki/Texel_(graphics)

    In computer graphics, a texel, texture element, or texture pixel is the fundamental unit of a texture map. [1] Textures are represented by arrays of texels representing the texture space, just as other images are represented by arrays of pixels. Texels can also be described by image regions that are obtained through simple procedures such as ...