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The API was expanded with geometry shaders in OpenGL 3.2, tessellation shaders in OpenGL 4.0 and compute shaders in OpenGL 4.3. These OpenGL APIs are found in the extensions: ARB vertex shader; ARB fragment shader; ARB shader objects; ARB geometry shader 4; ARB tessellation shader; ARB compute shader
Another use of shaders is for special effects, even on 2D images, (e.g., a photo from a webcam). The unaltered, unshaded image is on the left, and the same image has a shader applied on the right. This shader works by replacing all light areas of the image with white, and all dark areas with a brightly colored texture.
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]
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.
128+64 [e] 192 21.6 28.8 691.2 Unknown 116 $149 GeForce GTX 555 May 14, 2011 GF114 1950 332 736 1472 3828 6 288:48:24 1 91.9 128+64 [e] 17.6 35.3 847.9 Unknown 150 OEM GeForce GTX 560 SE February 20, 2012 [68] GF114-200-KB-A1 [f] Unknown GeForce GTX 560 May 17, 2011 GF114-325-A1 [f] 810 1620 4008 7 336:56:32 1 2 128.1 256 25.92 45.36 1088 ...
Gouraud-shaded triangle mesh using the Phong reflection model. Gouraud shading (/ ɡ uː ˈ r oʊ / goo-ROH), named after Henri Gouraud, is an interpolation method used in computer graphics to produce continuous shading of surfaces represented by polygon meshes.
Shader operations - How many operations the pixel shaders (or unified shaders in Direct3D 10 and newer GPUs) can perform. Measured in operations/s. Measured in operations/s. Vertex operations - The amount of geometry operations that can be processed on the vertex shaders in one second (only applies to Direct3D 9.0c and older GPUs).
This section considers orthogonal complements in an inner product space. [2]Two vectors and are called orthogonal if , =, which happens if and only if ‖ ‖ ‖ + ‖ scalars .