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  2. Physically based rendering - Wikipedia

    en.wikipedia.org/wiki/Physically_based_rendering

    Physically based rendering (PBR) is a computer graphics approach that seeks to render images in a way that models the lights and surfaces with optics in the real world. 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 ...

  3. List of AMD Ryzen processors - Wikipedia

    en.wikipedia.org/wiki/List_of_AMD_Ryzen_processors

    The Ryzen family is an x86-64 microprocessor family from AMD, based on the Zen microarchitecture.The Ryzen lineup includes Ryzen 3, Ryzen 5, Ryzen 7, Ryzen 9, and Ryzen Threadripper with up to 96 cores.

  4. Halo 3: ODST - Wikipedia

    en.wikipedia.org/wiki/Halo_3:_ODST

    Halo 3: ODST is a 2009 first-person shooter game developed by Bungie and published by Microsoft Game Studios.The fifth installment in the Halo franchise as a side game, [1] it was released on the Xbox 360 in September 2009.

  5. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    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. It was created by the OpenGL ARB (OpenGL Architecture Review Board) to give developers more direct control of the graphics ...

  6. 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 ...

  7. Unified shader model - Wikipedia

    en.wikipedia.org/wiki/Unified_shader_model

    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.

  8. AOL Mail

    mail.aol.com/?icid=aol.com-nav

    Get AOL Mail for FREE! Manage your email like never before with travel, photo & document views. Personalize your inbox with themes & tabs. You've Got Mail!

  9. PlayStation - Wikipedia

    en.wikipedia.org/wiki/PlayStation

    PS4 Pro: Custom AMD Radeon, 36 out of 40 Compute Units enabled (2304 out of 2560 shaders enabled) @ 911 MHz [84] 4.19 TFLOPS PS5 and PS5 Slim: Custom AMD RDNA 2 36 out of 40 Compute Units enabled (2304 out of 2560 shaders enabled), variable frequency (2.23 GHz capped), up to 10.28 TFLOPS [82] PS5 Pro: TBA Online service — Non-unified service