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  2. Stencil buffer - Wikipedia

    en.wikipedia.org/wiki/Stencil_buffer

    The Z-buffer and stencil buffer often share the same area in the RAM of the graphics hardware. In the simplest case, the stencil buffer is used to limit the area of rendering (stenciling). More advanced usage of the stencil buffer makes use of the strong connection between the Z-buffer and the stencil buffer in the rendering pipeline. For ...

  3. Shadow volume - Wikipedia

    en.wikipedia.org/wiki/Shadow_volume

    Alternatively one can give the stencil buffer a +1 bias for every shadow volume the camera is inside, though doing the detection can be slow. There is another potential problem if the stencil buffer does not have enough bits to accommodate the number of shadows visible between the eye and the object surface, because it uses saturation arithmetic .

  4. Stencil (disambiguation) - Wikipedia

    en.wikipedia.org/wiki/Stencil_(disambiguation)

    A stencil is a template used to draw or paint identical letters, symbols, shapes, or patterns every time it is used. The design produced by such a template is also called a stencil. It may also refer to: Stencil buffer, used in 3D computer graphics; Stencil code, a class of algorithms; Stencil graffiti, stencils used in street art

  5. Elan Graphics - Wikipedia

    en.wikipedia.org/wiki/Elan_Graphics

    The Elan Graphics system also implemented hardware stencil buffering by allocating 4 bits from the Z-buffer to produce a combined 20-bit Z, 4-bit stencil buffer. [ 2 ] Elan Graphics consists of five graphics subsystems: the HQ2 Command Engine, GE7 Geometry Subsystem, RE3 Raster Engine, VM2 framebuffer and VC1 Display Subsystem.

  6. Z-fighting - Wikipedia

    en.wikipedia.org/wiki/Z-fighting

    Z-fighting which cannot be entirely eliminated in this manner is often resolved by the use of a stencil buffer, or by applying a post-transformation screen space z-buffer offset to one polygon which does not affect the projected shape on screen but does affect the z-buffer value to eliminate the overlap during pixel interpolation and comparison ...

  7. Direct3D - Wikipedia

    en.wikipedia.org/wiki/Direct3D

    Direct3D 9.0 [33] (released in December, 2002) added a new version of the High Level Shader Language [34] [35] support for floating-point texture formats, Multiple Render Targets (MRT), [36] Multiple-Element Textures, [37] texture lookups in the vertex shader and stencil buffer techniques.

  8. File:Stencilb&w.JPG - Wikipedia

    en.wikipedia.org/wiki/File:Stencilb&w.JPG

    What links here; Upload file; Special pages; Printable version; Page information; Get shortened URL; Download QR code

  9. Fragment (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Fragment_(computer_graphics)

    stencil; alpha; window ID; As a scene is drawn, drawing primitives (the basic elements of graphics output, such as points, lines, circles, text etc. [1]) are rasterized into fragments which are textured and combined with the existing frame buffer. How a fragment is combined with the data already in the frame buffer depends on various settings.