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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 cameras. The effect produces fringes (or feathers) of light extending from the borders of bright areas in an image, contributing to the illusion of ...
These APIs for 3D computer graphics are particularly popular: ANGLE, web browsers graphics engine, a cross-platform translator of OpenGL ES calls to DirectX, OpenGL, or Vulkan API calls. Direct3D (a subset of DirectX) Glide a defunct 3D graphics API developed by 3dfx Interactive. Mantle developed by AMD. Metal developed by Apple.
Download QR code; In other projects Appearance. move to sidebar hide. File; File history; File usage; Global file usage ... English: The Roblox logo used in 2015 ...
For 3D graphics, text formats have largely been supplanted by more efficient binary formats, and by APIs which allow interactive applications to communicate directly with a rendering component without generating a file on disk (although a scene description is usually still created in memory prior to rendering).
The A-buffer is a computer graphics technique introduced in 1984 which stores per-pixel lists of fragment data (including micro-polygon information) in a software rasteriser, REYES, originally designed for anti-aliasing but also supporting transparency.
Pre-rendered graphics are used primarily as cutscenes in modern video games, where they are also known as full motion video.The use of pre-rendered 3D computer graphics for video sequences date back to two arcade laserdisc video games introduced in late 1983: Interstellar, [2] [3] introduced by Funai at the AM Show in September, [4] and Star Rider, [5] introduced by Williams Electronics at the ...
Physically based rendering (PBR) is a computer graphics approach that seeks to render images in a way that models the lights and surfaces with optics in the real world. It is often referred to as "Physically Based Lighting" or "Physically Based Shading". Many PBR pipelines aim to achieve photorealism.
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.