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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. 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.

  4. Texture mapping unit - Wikipedia

    en.wikipedia.org/wiki/Texture_mapping_unit

    In this architecture the name pixel pipeline lost its meaning as pixel processors were no longer attached to single TMUs. The vertex shader had long been decoupled, starting with the R300, but the pixel shader was not so easily done, as it required colour data (e.g. texture samples) to work with, and hence needed to be closely coupled to a TMU.

  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. 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.

  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. 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 ...

  9. General-purpose computing on graphics processing units

    en.wikipedia.org/wiki/General-purpose_computing...

    In principle, any arbitrary Boolean function, including addition, multiplication, and other mathematical functions, can be built up from a functionally complete set of logic operators. In 1987, Conway's Game of Life became one of the first examples of general-purpose computing using an early stream processor called a blitter to invoke a special ...