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  2. 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.

  3. Yandere Simulator - Wikipedia

    en.wikipedia.org/wiki/Yandere_Simulator

    Yandere Simulator is an upcoming stealth action video game for PC developed independently by Alex Mahan (YandereDev). [3] [4] The game centers upon an obsessively lovesick schoolgirl named Ayano Aishi, nicknamed "Yandere-chan", who has taken it upon herself to eliminate anyone she believes is attracting her "senpai's" attention.

  4. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    This shader works by replacing all light areas of the image with white, and all dark areas with a brightly colored texture. In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as shading.

  5. Shading language - Wikipedia

    en.wikipedia.org/wiki/Shading_language

    The shader assembly language in Direct3D 8 and 9 is the main programming language for vertex and pixel shaders in Shader Model 1.0/1.1, 2.0, and 3.0. It is a direct representation of the intermediate shader bytecode which is passed to the graphics driver for execution.

  6. High-Level Shader Language - Wikipedia

    en.wikipedia.org/wiki/High-Level_Shader_Language

    The High-Level Shader Language [1] or High-Level Shading Language [2] (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher.

  7. Physically based rendering - Wikipedia

    en.wikipedia.org/wiki/Physically_based_rendering

    Specular highlights are high and realistically modeled at the appropriate edge of the tread using a normal map. Physically based rendering (PBR) is a computer graphics approach that seeks to render images in a way that models the lights and surfaces with optics in the real world. It is often referred to as "Physically Based Lighting" or ...

  8. Texture mapping - Wikipedia

    en.wikipedia.org/wiki/Texture_mapping

    A texture map [5] [6] is an image applied (mapped) to the surface of a shape or polygon. [7] This may be a bitmap image or a procedural texture . They may be stored in common image file formats , referenced by 3D model formats or material definitions , and assembled into resource bundles .

  9. Glossary of anime and manga - Wikipedia

    en.wikipedia.org/wiki/Glossary_of_anime_and_manga

    This is an accepted version of this page This is the latest accepted revision, reviewed on 16 January 2025. An overview of common terms used when describing manga/anime related medium. Part of a series on Anime and manga Anime History Voice acting Companies Studios Original video animation Original net animation Fansub Fandub Lists Longest series Longest franchises Manga History Publishers ...