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  2. Shading language - Wikipedia

    en.wikipedia.org/wiki/Shading_language

    The shader assembly language in Direct3D 8 and 9 is the main programming language for vertex and pixel shaders in Shader Model 1.0/1.1, 2.0, and 3.0. It is a direct representation of the intermediate shader bytecode which is passed to the graphics driver for execution.

  3. 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.

  4. Physically based rendering - Wikipedia

    en.wikipedia.org/wiki/Physically_based_rendering

    A diamond plate texture rendered close-up using physically based rendering principles. Microfacet abrasions cover the material, giving it a rough, realistic look even though the material is a metal. Specular highlights are high and realistically modeled at the appropriate edge of the tread using a normal map.

  5. 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.

  6. Texture splatting - Wikipedia

    en.wikipedia.org/wiki/Texture_splatting

    Example of texture splatting, except an additional alphamap is applied. In computer graphics, texture splatting is a method for combining different textures.It works by applying an alphamap (also called a "weightmap" or a "splat map") to the higher levels, thereby revealing the layers underneath where the alphamap is partially or completely transparent.

  7. Cel shading - Wikipedia

    en.wikipedia.org/wiki/Cel_shading

    A cel shader is often used to mimic the style of a comic book or cartoon and/or give the render a characteristic paper-like texture. [1] There are similar techniques that can make an image look like a sketch , an oil painting or an ink painting .

  8. List of common shading algorithms - Wikipedia

    en.wikipedia.org/wiki/List_of_common_shading...

    Subsurface scattering is an indirect form of reflection where some of the light is transmitted into a semi-transparent material, scattered under the surface and bounced back out again.

  9. Adaptive scalable texture compression - Wikipedia

    en.wikipedia.org/wiki/Adaptive_scalable_texture...

    Adaptive scalable texture compression (ASTC) is a lossy block-based texture compression algorithm developed by Jørn Nystad et al. of ARM Ltd. and AMD. [1]Full details of ASTC were first presented publicly at the High Performance Graphics 2012 conference, in a paper by Olson et al. entitled "Adaptive Scalable Texture Compression".