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  2. 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.

  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. 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.

  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. 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 .

  7. Phong shading - Wikipedia

    en.wikipedia.org/wiki/Phong_shading

    Phong shading and the Phong reflection model were developed at the University of Utah by Bui Tuong Phong, who published them in his 1973 Ph.D. dissertation [3] [4] and a 1975 paper. [5] Phong's methods were considered radical at the time of their introduction, but have since become the de facto baseline shading method for many rendering ...

  8. Complementary sequences - Wikipedia

    en.wikipedia.org/wiki/Complementary_sequences

    For complementary sequences in biology, see complementarity (molecular biology).For integer sequences with complementary sets of members see Lambek–Moser theorem.. In applied mathematics, complementary sequences (CS) are pairs of sequences with the useful property that their out-of-phase aperiodic autocorrelation coefficients sum to zero.

  9. Complementarity theory - Wikipedia

    en.wikipedia.org/wiki/Complementarity_theory

    A complementarity problem is a type of mathematical optimization problem. It is the problem of optimizing (minimizing or maximizing) a function of two vector variables subject to certain requirements (constraints) which include: that the inner product of the two vectors must equal zero, i.e. they are orthogonal. [1]