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The ability to write shaders that can be used on any hardware vendor's graphics card that supports the OpenGL Shading Language. Each hardware vendor includes the GLSL compiler in their driver, thus allowing each vendor to create code optimized for their particular graphics card’s architecture.
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.
The GeForce 3 series (NV20) is the third generation of Nvidia's GeForce line of graphics processing units (GPUs). Introduced in February 2001, [1] it advanced the GeForce architecture by adding programmable pixel and vertex shaders, multisample anti-aliasing and improved the overall efficiency of the rendering process.
The GeForce 30 series is a suite of graphics processing units (GPUs) developed by Nvidia, succeeding the GeForce 20 series.The GeForce 30 series is based on the Ampere architecture, which features Nvidia's second-generation ray tracing (RT) cores and third-generation Tensor Cores. [3]
550 MHz Pixel shader clock / 500 MHz Vertex shader clock on 90 nm process (shrunk to 65 nm in 2008 [4] to 40 nm in 2010 [5]), and to 28 nm in 2013, 300+ million transistors; Based on NV47 (Nvidia GeForce 7800 architecture) Little Endian; 24 texture filtering units (TF) and 8 vertex texture addressing units (TA) 24 filtered samples per clock
An illustration of texture filtering methods showing a texture with trilinear mipmapping (left) and anisotropic texture filtering. In 3D computer graphics, anisotropic filtering (AF) [1] [2] is a technique that improves the appearance of textures, especially on surfaces viewed at sharp angles.
Turing is the codename for a graphics processing unit (GPU) microarchitecture developed by Nvidia.It is named after the prominent mathematician and computer scientist Alan Turing.
Multisample anti-aliasing (MSAA) is a type of spatial anti-aliasing, a technique used in computer graphics to remove jaggies.. It is an optimization of supersampling, where only the necessary parts are sampled more.
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