Search results
Results from the WOW.Com Content Network
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.
Ghost of Tsushima is a 2020 action-adventure game developed by Sucker Punch Productions and published by Sony Interactive Entertainment.The player controls Jin Sakai, a samurai on a quest to protect Tsushima Island during the first Mongol invasion of Japan.
Ghost of Yōtei centers around the theme of "underdog vengeance". The story is set in Hokkaido, Japan, in 1603, 329 years after the events of Ghost of Tsushima.Players will take control of Atsu (Erika Ishii), a female warrior who adopts the persona of "The Ghost" at the dawn of the Edo period.
Bloom lighting has been used in many games, modifications and game engines such as Quake Live, Cube 2: Sauerbraten and the Spring game engine. The effect was popular in 7th-generation games, [9] which were released from 2005 through to the early 2010s. Several games from the period have received criticism for overuse of the technique.
PSGL is a rendering API available additionally to GCM and OpenGL for Sony's PlayStation 3.PSGL is based on OpenGL ES [1] and Nvidia's CG.A previous version of PSGL was available for the PlayStation 2 but was largely unused.
Video games outsource rendering calculations to the GPU over OpenGL in real-time. 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.
As the number of profile and shader types cropped up, Microsoft has switched to use the term "Shader Model" to group a set of profiles found in a generation of GPUs. [9] Cg supports some of the newer profiles up to Shader Model 5.0 as well as translation to glsl or hlsl.
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.