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  2. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    Shaders are written in OpenGL Shading Language and compiled. The compiled programs are executed on the GPU. OpenGL Shading Language (GLSL) is a high-level shading language with a syntax based on the C programming language. It was created by the OpenGL ARB (OpenGL Architecture Review Board) to give developers more direct control of the graphics ...

  3. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    Shaders are simple programs that describe the traits of either a vertex or a pixel. Vertex shaders describe the attributes (position, texture coordinates, colors, etc.) of a vertex, while pixel shaders describe the traits (color, z-depth and alpha value) of a pixel. A vertex shader is called for each vertex in a primitive (possibly after ...

  4. Deferred shading - Wikipedia

    en.wikipedia.org/wiki/Deferred_shading

    The primary advantage of deferred shading is the decoupling of scene geometry from lighting. Only one geometry pass is required, and each light is only computed for those pixels that it actually affects. This gives the ability to render many lights in a scene without a significant performance hit. [5] There are some other advantages claimed for ...

  5. 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. HLSL is analogous to the GLSL shading ...

  6. Bateman–Horn conjecture - Wikipedia

    en.wikipedia.org/wiki/Bateman–Horn_conjecture

    In number theory, the Bateman–Horn conjecture is a statement concerning the frequency of prime numbers among the values of a system of polynomials, named after mathematicians Paul T. Bateman and Roger A. Horn who proposed it in 1962. It provides a vast generalization of such conjectures as the Hardy and Littlewood conjecture on the density of ...

  7. Blinn–Phong reflection model - Wikipedia

    en.wikipedia.org/wiki/Blinn–Phong_reflection_model

    The Blinn–Phong reflection model, also called the modified Phong reflection model, is a modification developed by Jim Blinn to the Phong reflection model. [1]Blinn–Phong is a shading model used in OpenGL and Direct3D's fixed-function pipeline (before Direct3D 10 and OpenGL 3.1), and is carried out on each vertex as it passes down the graphics pipeline; pixel values between vertices are ...

  8. Ambient occlusion - Wikipedia

    en.wikipedia.org/wiki/Ambient_occlusion

    In 3D computer graphics, modeling, and animation, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. For example, the interior of a tube is typically more occluded (and hence darker) than the exposed outer surfaces, and becomes darker the deeper inside the tube one ...

  9. Deep learning super sampling - Wikipedia

    en.wikipedia.org/wiki/Deep_learning_super_sampling

    Deep learning super sampling (DLSS) is a family of real-time deep learning image enhancement and upscaling technologies developed by Nvidia that are available in a number of video games. The goal of these technologies is to allow the majority of the graphics pipeline to run at a lower resolution for increased performance, and then infer a ...