Search results
Results from the WOW.Com Content Network
The computer graphics pipeline, also known as the rendering pipeline, or graphics pipeline, is a framework within computer graphics that outlines the necessary procedures for transforming a three-dimensional (3D) scene into a two-dimensional (2D) representation on a screen. [1]
In computer graphics, the render output unit (ROP) or raster operations pipeline is a hardware component in modern graphics processing units (GPUs) and one of the final steps in the rendering process of modern graphics cards.
A simple tessellation pipeline rendering a smooth sphere from a crude cubic vertex set using a subdivision method. In computer graphics, tessellation is the dividing of datasets of polygons (sometimes called vertex sets) presenting objects in a scene into suitable structures for rendering.
Graphics pipeline – Sequence of steps for real-time 3D rendering, usually accelerated by special-purpose hardware (e.g. a GPU) High-dynamic-range rendering – Rendering that uses a larger range of light intensities than typically displayed on a computer screen; History of computer animation; List of 3D graphics libraries
A graphics pipeline taking 3D models and producing a 2D bitmap image result. 3D paint tool A 3D graphics application for digital painting of multiple texture map image channels directly onto a rotated 3D model , such as zbrush or mudbox , also sometimes able to modify vertex attributes.
Unified shader model enhances the programmability of the graphics pipeline. It adds instructions for integer and bitwise calculations. The common shader core [48] provides a full set of IEEE-compliant 32-bit integer and bitwise operations. These operations enable a new class of algorithms in graphics hardware—examples include compression and ...
The clip coordinate system is a homogeneous coordinate system in the graphics pipeline that is used for clipping. [1]Objects' coordinates are transformed via a projection transformation into clip coordinates, at which point it may be efficiently determined on an object-by-object basis which portions of the objects will be visible to the user.
More generally, buffering between the pipeline stages is necessary when the processing times are irregular, or when items may be created or destroyed along the pipeline. For example, in a graphics pipeline that processes triangles to be rendered on the screen, an element that checks the visibility of each triangle may discard the triangle if it ...