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  2. Graphics pipeline - Wikipedia

    en.wikipedia.org/wiki/Graphics_pipeline

    Modern graphics cards use a freely programmable, shader-controlled pipeline, which allows direct access to individual processing steps. To relieve the main processor, additional processing steps have been moved to the pipeline and the GPU. The most important shader units are vertex shaders, geometry shaders, and pixel shaders.

  3. 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.

  4. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    The output of the vertex shader goes to the next stage in the pipeline, which is either a geometry shader if present, or the rasterizer. Vertex shaders can enable powerful control over the details of position, movement, lighting, and color in any scene involving 3D models.

  5. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    Most of the built-in functions and operators, can operate both on scalars and vectors (up to 4 elements), for one or both operands. Common built-in functions that are provided and are commonly used for graphics purposes are: mix, smoothstep, normalize, inversesqrt, clamp, length, distance, dot, cross, reflect, refract and vector min and max.

  6. Physically based rendering - Wikipedia

    en.wikipedia.org/wiki/Physically_based_rendering

    Sophisticated applications allow savvy users to write custom shaders in a shading language such as HLSL or GLSL, though increasingly node-based material editors that allow a graph-based workflow with native support for important concepts such as light position, levels of reflection and emission and metallicity, and a wide range of other math ...

  7. Comparison of 3D computer graphics software - Wikipedia

    en.wikipedia.org/wiki/Comparison_of_3D_computer...

    Computer aided design Proprietary: Verto Studio 3D: 2021-02-12 v2.5.0 Michael L. Farrell: macOS, iOS: Mobile modeling, texture mapping, lighting Proprietary: Wings 3D: 2020-12-20 v 2.2.6 Dan Gudmundsson (maintainer) macOS, Windows, BSD, Linux: Modeling, sculpting (the deformation of the model), UV mapping BSD: ZBrush: 2022-02-07 v 2022.0.5 ...

  8. Metal (API) - Wikipedia

    en.wikipedia.org/wiki/Metal_(API)

    Metal is a low-level, low-overhead hardware-accelerated 3D graphic and compute shader API created by Apple, debuting in iOS 8. Metal combines functions similar to OpenGL and OpenCL in one API. It is intended to improve performance by offering low-level access to the GPU hardware for apps on iOS , iPadOS , macOS , and tvOS .

  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 ...