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  2. 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.

  3. Pixel-art scaling algorithms - Wikipedia

    en.wikipedia.org/wiki/Pixel-art_scaling_algorithms

    It uses some combinations of known linear filters along with xBR edge detection rules in a non-linear way. It works in two passes and can only scale an image by two (or multiples of two by reapplying it and also has an anti-ringing filter). Super xBR+3D is a version with a 3D mask that only filters 2D elements.

  4. Bloom (shader effect) - Wikipedia

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

    An example of bloom in a picture taken with a camera. Note the blue fringe that is particularly noticeable along the right edge of the window. 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 ...

  5. Multisample anti-aliasing - Wikipedia

    en.wikipedia.org/wiki/Multisample_anti-aliasing

    A stochastic sample pattern is a random distribution of multisamples throughout the pixel. The irregular spacing of samples makes attribute evaluation complicated. The method is cost efficient due to low sample count (compared to regular grid patterns). Edge optimization with this method, although sub-optimal for screen aligned edges.

  6. 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.

  7. Blend modes - Wikipedia

    en.wikipedia.org/wiki/Blend_modes

    With Screen blend mode, the values of the pixels in the two layers are inverted, multiplied, and then inverted again. The result is the opposite of Multiply: wherever either layer was darker than white, the composite is brighter. (,) = (), where a is the base layer value and b is the top layer value.

  8. Pin AOL.com to your Windows 10 Start menu - AOL Help

    help.aol.com/articles/how-to-pin-aol-com-to-your...

    Pinning an item to your Start menu creates a tile that acts like a shortcut to a website you use the most. Your pinned tiles can be found in the right panel of your Start menu. Just click the tile to open up the website on Edge. Open Microsoft Edge. In the address bar, go to the AOL homepage.

  9. Screen space ambient occlusion - Wikipedia

    en.wikipedia.org/wiki/Screen_space_ambient_occlusion

    Screen space ambient occlusion (SSAO) is a computer graphics technique for efficiently approximating the ambient occlusion effect in real time. It was developed by Vladimir Kajalin while working at Crytek and was used for the first time in 2007 by the video game Crysis , also developed by Crytek.