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  2. 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 ...

  3. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    OpenGL Shading Language (GLSL) is a high-level programming language for graphics processing units. Learn how to create shaders and effects with GLSL on Wikipedia.

  4. Physically based rendering - Wikipedia

    en.wikipedia.org/wiki/Physically_based_rendering

    Physically based rendering 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.

  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. Deferred shading - Wikipedia

    en.wikipedia.org/wiki/Deferred_shading

    On the first pass of a deferred shader, only data that is required for shading computation is gathered. Positions, normals, and materials for each surface are rendered into the geometry buffer ( G-buffer) using "render to texture". After this, a pixel shader computes the direct and indirect lighting at each pixel using the information of the texture buffers in screen space .

  7. Shadow mapping - Wikipedia

    en.wikipedia.org/wiki/Shadow_mapping

    Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces." [1] Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games.

  8. OpenGL - Wikipedia

    en.wikipedia.org/wiki/OpenGL

    OpenGL ( Open Graphics Library [4]) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering .

  9. List of common shading algorithms - Wikipedia

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

    Realistic The illumination models listed here attempt to model the perceived brightness of a surface or a component of the brightness in a way that looks realistic. Some take physical aspects into consideration, like for example the Fresnel equations, microfacets, the rendering equation and subsurface scattering .