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  2. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    Originally, this functionality was achieved by writing shaders in ARB assembly language – a complex and unintuitive task. The OpenGL ARB created the OpenGL Shading Language to provide a more intuitive method for programming the graphics processing unit while maintaining the open standards advantage that has driven OpenGL throughout its history.

  3. Minecraft modding - Wikipedia

    en.wikipedia.org/wiki/Minecraft_modding

    The popularity of Minecraft mods has been credited for helping Minecraft become one of the best-selling video games of all time. The first Minecraft mods worked by decompiling and modifying the Java source code of the game. The original version of the game, now called Minecraft: Java Edition, is still modded this way, but with more advanced tools.

  4. 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.

  5. List of game engines - Wikipedia

    en.wikipedia.org/wiki/List_of_game_engines

    Java: 2006 Yes 3D Cross-platform: GPL: Java port of Quake II game engine Java 3D: Java: Yes 3D Cross-platform: BSD: Community-centric project. Used by many schools as part of course work Jedi: C: Yes 2.5D DOS, Windows: Star Wars: Dark Forces, Outlaws: Proprietary: Rumored to have been reverse-engineered from Doom engine jMonkeyEngine: Java ...

  6. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    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.

  7. Ray tracing (graphics) - Wikipedia

    en.wikipedia.org/wiki/Ray_tracing_(graphics)

    The API exposes seven programmable entry points within the ray tracing pipeline, allowing for custom cameras, ray-primitive intersections, shaders, shadowing, etc. This flexibility enables bidirectional path tracing, Metropolis light transport, and many other rendering algorithms that cannot be implemented with tail recursion. [38]

  8. Unified shader model - Wikipedia

    en.wikipedia.org/wiki/Unified_shader_model

    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.

  9. Bloom (shader effect) - Wikipedia

    en.wikipedia.org/wiki/Bloom_(shader_effect)

    One physical basis of bloom is that, in the real world, lenses can never focus perfectly. Even a perfect lens will convolve the incoming image with an Airy disk (the diffraction pattern produced by passing a point light source through a circular aperture). [2]

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