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  2. List of common shading algorithms - Wikipedia

    en.wikipedia.org/wiki/List_of_common_shading...

    This article lists common shading algorithms used in computer graphics. Interpolation techniques. These techniques can be combined with any illumination model:

  3. 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 ...

  4. Linear inequality - Wikipedia

    en.wikipedia.org/wiki/Linear_inequality

    Two-dimensional linear inequalities are expressions in two variables of the form: + < +, where the inequalities may either be strict or not. The solution set of such an inequality can be graphically represented by a half-plane (all the points on one "side" of a fixed line) in the Euclidean plane. [2]

  5. Shading - Wikipedia

    en.wikipedia.org/wiki/Shading

    Phong shading is similar to Gouraud shading, except that instead of interpolating the light intensities the normals are interpolated between the vertices and the lighting is evaluated per-pixel. Thus, the specular highlights are computed much more precisely than in the Gouraud shading model. Compute a normal N for each vertex of the polygon.

  6. Deferred shading - Wikipedia

    en.wikipedia.org/wiki/Deferred_shading

    In the field of 3D computer graphics, deferred shading is a screen-space shading technique that is performed on a second rendering pass, after the vertex and pixel shaders are rendered. [2] It was first suggested by Michael Deering in 1988. [3] On the first pass of a deferred shader, only data that is required for shading computation is gathered.

  7. Ray tracing (graphics) - Wikipedia

    en.wikipedia.org/wiki/Ray_tracing_(graphics)

    Ray tracing in 3-D optical systems with a finite set of reflective or partially reflective objects represented by a system of rational linear inequalities is PSPACE-hard. For any dimension equal to or greater than 2, ray tracing with a finite set of parallel and perpendicular reflective surfaces represented by rational linear inequalities is in ...

  8. Shading language - Wikipedia

    en.wikipedia.org/wiki/Shading_language

    A shading language is a graphics programming language adapted to programming shader effects. Shading languages usually consist of special data types like "vector", " matrix ", "color" and " normal ".

  9. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    An example of two kinds of shadings: Flat shading on the left and Phong shading on the right. Phong shading is an improvement on Gouraud shading, and was one of the first computer shading models developed after the basic flat shader, greatly enhancing the appearance of curved surfaces in renders.