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  2. Metal (API) - Wikipedia

    en.wikipedia.org/wiki/Metal_(API)

    Metal is a low-level, low-overhead hardware-accelerated 3D graphic and compute shader API created by Apple, debuting in iOS 8. Metal combines functions similar to OpenGL and OpenCL in one API. It is intended to improve performance by offering low-level access to the GPU hardware for apps on iOS , iPadOS , macOS , and tvOS .

  3. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    Other functions like abs, sin, pow, etc, are provided but they can also all operate on vector quantities, i.e. pow(vec3(1.5, 2.0, 2.5), abs(vec3(0.1, -0.2, 0.3))). GLSL supports function overloading (for both built-in functions and operators, and user-defined functions), so there might be multiple function definitions with the same name, having ...

  4. IRIS GL - Wikipedia

    en.wikipedia.org/wiki/IRIS_GL

    IRIS GL (Integrated Raster Imaging System Graphics Library) is a proprietary graphics API created by Silicon Graphics (SGI) in the early 1980s for producing 2D and 3D computer graphics on their IRIX-based IRIS graphical workstations. [1] [2] Later SGI removed their proprietary code, reworked various system calls, and released IRIS GL as the ...

  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. Graphics pipeline - Wikipedia

    en.wikipedia.org/wiki/Graphics_pipeline

    Modern graphics cards use a freely programmable, shader-controlled pipeline, which allows direct access to individual processing steps. To relieve the main processor, additional processing steps have been moved to the pipeline and the GPU. The most important shader units are vertex shaders, geometry shaders, and pixel shaders.

  7. Wikipedia:Graphs and charts - Wikipedia

    en.wikipedia.org/wiki/Wikipedia:Graphs_and_charts

    If a chart plots 10 colors or fewer, then by default it uses every other one: The colors can be manually set in a graph by adding them to the 'colors' parameter. For example, for two pie charts, the first of which is default and the second of which omits some colors in the first, you would manually enter your selections from the default 20:

  8. Physically based rendering - Wikipedia

    en.wikipedia.org/wiki/Physically_based_rendering

    Sophisticated applications allow savvy users to write custom shaders in a shading language such as HLSL or GLSL, though increasingly node-based material editors that allow a graph-based workflow with native support for important concepts such as light position, levels of reflection and emission and metallicity, and a wide range of other math ...

  9. 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.