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  2. Subpixel rendering - Wikipedia

    en.wikipedia.org/wiki/Subpixel_rendering

    Subpixel rendering is a method used to increase the effective resolution of a color display device. It takes advantage of each pixel 's composition of individually addressable red, green, and blue components adjacent on the display matrix, called subpixels , and uses them as rendering units instead of pixels.

  3. Pixel-art scaling algorithms - Wikipedia

    en.wikipedia.org/wiki/Pixel-art_scaling_algorithms

    For 16-bit pixels, they use pixel masks which change based on whether the 16-bit pixel format is 565 or 555. The constants colorMask, lowPixelMask, qColorMask, qLowPixelMask, redBlueMask, and greenMask are 16-bit masks. The lower 8 bits are identical in either pixel format. Two interpolation functions are described:

  4. Shading language - Wikipedia

    en.wikipedia.org/wiki/Shading_language

    Imager shaders describe a color transformation to final pixel values. This is like an image filter, except the imager shader operates on data prior to quantization. Such data have more dynamic range and color resolution than can be displayed on a typical output device.

  5. 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.

  6. Deep learning super sampling - Wikipedia

    en.wikipedia.org/wiki/Deep_learning_super_sampling

    Nvidia has also introduced Deep learning dynamic super resolution (DLDSR), a related and opposite technology where the graphics are rendered at a higher resolution, then downsampled to the native display resolution using an artificial intelligence-assisted downsampling algorithm to achieve higher image quality than rendering at native resolution.

  7. Level of detail (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Level_of_detail_(computer...

    Recently, LOD techniques also included shader management to keep control of pixel complexity. A form of level of detail management has been applied to texture maps for years, under the name of mipmapping, also providing higher rendering quality.

  8. Bloom (shader effect) - Wikipedia

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

    Blooming in a CCD image. Bloom in digital cameras is caused by an overflow of charge in the photodiodes, which are the light-sensitive elements in the camera's image sensor. [3]

  9. Shadow mapping - Wikipedia

    en.wikipedia.org/wiki/Shadow_mapping

    In a shader implementation, this test would be done at the fragment level. Also, care needs to be taken when selecting the type of texture map storage to be used by the hardware: if interpolation cannot be done, the shadow will appear to have a sharp, jagged edge (an effect that can be reduced with greater shadow map resolution).