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GLSL shaders themselves are simply a set of strings that are passed to the hardware vendor's driver for compilation from within an application using the OpenGL API's entry points. Shaders can be created on the fly from within an application, or read-in as text files, but must be sent to the driver in the form of a string.
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.
The GeForce 6 series (codename NV40) is the sixth generation of Nvidia's GeForce line of graphics processing units.Launched on April 14, 2004, the GeForce 6 family introduced PureVideo post-processing for video, SLI technology, and Shader Model 3.0 support (compliant with Microsoft DirectX 9.0c specification and OpenGL 2.0).
The GeForce 16 series is a series of graphics processing units (GPUs) developed by Nvidia, based on the Turing microarchitecture, announced in February 2019. [5] The 16 series, commercialized within the same timeframe as the 20 series, aims to cover the entry-level to mid-range market, not addressed by the latter.
Die shot of the TU104 GPU used in RTX 2080 cards Die shot of the TU106 GPU used in RTX 2060 cards Die shot of the TU116 GPU used in GTX 1660 cards. The Turing microarchitecture combines multiple types of specialized processor core, and enables an implementation of limited real-time ray tracing. [4]
RTX / RTX64 are real-time operating system (RTOS) by the firm IntervalZero. They are software extensions that convert Microsoft Windows operating system into a RTOS. [ 1 ] It was the first Windows real-time solution on the market.
Parallax mapping with shadows. Parallax mapping (also called offset mapping or virtual displacement mapping) is an enhancement of the bump mapping or normal mapping techniques applied to textures in 3D rendering applications such as video games.
Recursive flood fill with 4 directions. Flood fill, also called seed fill, is a flooding algorithm that determines and alters the area connected to a given node in a multi-dimensional array with some matching attribute.