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  2. List of optimization software - Wikipedia

    en.wikipedia.org/wiki/List_of_optimization_software

    Given a transformation between input and output values, described by a mathematical function, optimization deals with generating and selecting the best solution from some set of available alternatives, by systematically choosing input values from within an allowed set, computing the output of the function and recording the best output values found during the process.

  3. List of common shading algorithms - Wikipedia

    en.wikipedia.org/wiki/List_of_common_shading...

    This article lists common shading algorithms used in computer graphics. Interpolation techniques. These techniques can be combined with any illumination model:

  4. Physically based rendering - Wikipedia

    en.wikipedia.org/wiki/Physically_based_rendering

    It is often referred to as "Physically Based Lighting" or "Physically Based Shading". Many PBR pipelines aim to achieve photorealism. Feasible and quick approximations of the bidirectional reflectance distribution function and rendering equation are of mathematical importance in this field.

  5. Deferred shading - Wikipedia

    en.wikipedia.org/wiki/Deferred_shading

    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.

  6. Computer graphics lighting - Wikipedia

    en.wikipedia.org/wiki/Computer_graphics_lighting

    Flat shading is a simple shading model with a uniform application of lighting and color per polygon. [32] The color and normal of one vertex is used to calculate the shading of the entire polygon. [18] Flat shading is inexpensive, as lighting for each polygon only needs to be calculated once per render. [32]

  7. Shading coefficient - Wikipedia

    en.wikipedia.org/wiki/Shading_coefficient

    Shading coefficient (SC) is a measure of thermal performance of a glass unit (panel or window) in a building. It is the ratio of solar gain (due to direct sunlight) passing through a glass unit to the solar energy which passes through 3mm Clear Float Glass. [ 1 ]

  8. Per-pixel lighting - Wikipedia

    en.wikipedia.org/wiki/Per-pixel_lighting

    Deferred shading is a recent development in per-pixel lighting notable for its use in the Frostbite Engine and Battlefield 3. Deferred shading techniques are capable of rendering potentially large numbers of small lights inexpensively (other per-pixel lighting approaches require full-screen calculations for each light in a scene, regardless of ...

  9. 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 ...