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On September 10, 2014, IDG announced it was discontinuing the print edition and laid off most of the staff, while continuing the digital version. [ 3 ] At one time, the magazine's publisher licensed its name to another IDG subsidiary, IDG World Expo , for the Macworld Conference & Expo (later Macworld/iWorld ), which took place every January at ...
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.
Macworld Australia (ISSN 2200-2375) was the Australian version of the Macworld brand and magazine, carrying a combination of licensed content from the US and UK publications. It was the longest running Apple magazine outside the USA: running from 1985 (a year after the Apple Macintosh computer was introduced) to 2018.
They are commonly used to give texture to models, renders, or environments in animation or video games. [1] These textures are created by artists or designers using bitmap editor software such as Adobe Photoshop [ 2 ] or GIMP , [ 3 ] or simply by scanning an image and, if necessary, retouching it on a personal computer .
MacCentral was a web site that provided news and information covering the Apple Macintosh, originally as an independent entity and later as the news service for Mac Publishing Web sites, including Macworld.com and Playlist, before being subsumed by Macworld's own brand. Co-founder Jim Dalrymple
The signature hardware announcement of the show was the Twentieth Anniversary Macintosh, a limited edition model designed to mark the 20th anniversary of the founding of Apple Computer. [17] That August, Macworld in Boston featured Steve Jobs' first appearance at the exhibition as interim CEO, [18] and came on the heels of the release of Mac OS 8.
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.
A diamond plate texture rendered close-up using physically based rendering principles. Microfacet abrasions cover the material, giving it a rough, realistic look even though the material is a metal. Specular highlights are high and realistically modeled at the appropriate edge of the tread using a normal map.