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  2. Full screen effect - Wikipedia

    en.wikipedia.org/wiki/Full_screen_effect

    The speed of applying a full screen effect is independent of the complexity of the image. In 3D rendering applications such as video games, common full screen effects include color filters, depth of field, and full screen bloom. A color filter, for example, may desaturate an image or convert it to grayscale.

  3. Stencil buffer - Wikipedia

    en.wikipedia.org/wiki/Stencil_buffer

    Other rendering techniques, such as portal rendering, use the stencil buffer in other ways; for example, it can be used to find the area of the screen obscured by a portal and re-render those pixels correctly. The stencil buffer and its modifiers can be accessed in computer graphics by using APIs like OpenGL, Direct3D, Vulkan or Metal.

  4. Framebuffer object - Wikipedia

    en.wikipedia.org/wiki/Framebuffer_Object

    The rendered image is captured and subjected to Fragment Shaders or other manipulations. This allows for many of today's popular computer graphics effects to be carried out, including the addition of a blurring or bloom effect. Can be used to create views of other scenes, for example: a TV in a house showing the view from a secondary camera.

  5. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    GLSL shaders themselves are simply a set of strings that are passed to the hardware vendor's driver for compilation from within an application using the OpenGL API's entry points. Shaders can be created on the fly from within an application, or read-in as text files, but must be sent to the driver in the form of a string.

  6. Bloom (shader effect) - Wikipedia

    en.wikipedia.org/wiki/Bloom_(shader_effect)

    Bloom (sometimes referred to as light bloom or glow) is a computer graphics effect used in video games, demos, and high-dynamic-range rendering (HDRR) to reproduce an imaging artifact of real-world cameras. The effect produces fringes (or feathers) of light extending from the borders of bright areas in an image, contributing to the illusion of ...

  7. Shadow volume - Wikipedia

    en.wikipedia.org/wiki/Shadow_volume

    Example of Carmack's stencil shadowing in Doom 3. Shadow volume is a technique used in 3D computer graphics to add shadows to a rendered scene. It was first proposed by Frank Crow in 1977 [1] as the geometry describing the 3D shape of the region occluded from a light source.

  8. These 55 Printable Pumpkin Stencils Make Carving Easier ... - AOL

    www.aol.com/55-printable-pumpkin-stencils...

    This Halloween 2024, use these printable pumpkin stencils and free, easy carving patterns for the scariest, silliest, most unique, and cutest jack-o’-lanterns.

  9. Screen space ambient occlusion - Wikipedia

    en.wikipedia.org/wiki/Screen_space_ambient_occlusion

    SSAO component of a typical game scene. The algorithm is implemented as a pixel shader, analyzing the scene depth buffer which is stored in a texture. For every pixel on the screen, the pixel shader samples the depth values around the current pixel and tries to compute the amount of occlusion from each of the sampled points.

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