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Alpha To Coverage
Alpha to coverage is a multisampling computer graphics technique, that replaces alpha blending with a coverage mask. This achieves order-independent transparency for when anti-aliasing or semi-transparent textures are used. This particular technique is useful for situations where dense foliage or grass must be rendered in a video game. Alpha to coverage multisampling is based on regular multisampling, except that the alpha coverage mask is ANDed with the multisample mask. Alpha-to-coverage converts the alpha component output from the pixel shader to a coverage mask. When the multisampling is applied each output fragment gets a transparency of 0 or 1 depending on alpha coverage and the multisampling result. See also * Alpha test (computer graphics) * Spatial anti-aliasing * Multisample anti-aliasing Multisample anti-aliasing (MSAA) is a type of spatial anti-aliasing, a technique used in computer graphics to remove jaggies. Definition The term generally refers to a s ...
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Multisample Anti-aliasing
Multisample anti-aliasing (MSAA) is a type of spatial anti-aliasing, a technique used in computer graphics to remove jaggies. Definition The term generally refers to a special case of supersampling. Initial implementations of full-scene anti-aliasing ( FSAA) worked conceptually by simply rendering a scene at a higher resolution, and then downsampling to a lower-resolution output. Most modern GPUs are capable of this form of anti-aliasing, but it greatly taxes resources such as texture, bandwidth, and fillrate. (If a program is highly TCL-bound or CPU-bound, supersampling can be used without much performance hit.) According to the OpenGL GL_ARB_multisample specification, "multisampling" refers to a specific optimization of supersampling. The specification dictates that the renderer evaluate the fragment program once per pixel, and only "truly" supersample the depth and stencil values. (This is not the same as supersampling but, by the OpenGL 1.5 specification, the definition h ...
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Computer Graphics
Computer graphics deals with generating images with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research. Some topics in computer graphics include user interface design, sprite graphics, rendering, ray tracing, geometry processing, computer animation, vector graphics, 3D modeling, shaders, GPU design, implicit surfaces, visualization, scien ...
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Alpha Compositing
In computer graphics, alpha compositing or alpha blending is the process of combining one image with a background to create the appearance of partial or full transparency. It is often useful to render picture elements (pixels) in separate passes or layers and then combine the resulting 2D images into a single, final image called the composite. Compositing is used extensively in film when combining computer-rendered image elements with live footage. Alpha blending is also used in 2D computer graphics to put rasterized foreground elements over a background. In order to combine the picture elements of the images correctly, it is necessary to keep an associated ''matte'' for each element in addition to its color. This matte layer contains the coverage information—the shape of the geometry being drawn—making it possible to distinguish between parts of the image where something was drawn and parts that are empty. Although the most basic operation of combining two images is t ...
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Image Mask
In computer science, a mask or bitmask is data that is used for bitwise operations, particularly in a bit field. Using a mask, multiple bits in a byte, nibble, word, etc. can be set either on or off, or inverted from on to off (or vice versa) in a single bitwise operation. An additional use of masking involves predication in vector processing, where the bitmask is used to select which element operations in the vector are to be executed (mask bit is enabled) and which are not (mask bit is clear). Common bitmask functions Masking bits to 1 To turn certain bits on, the bitwise OR operation can be used, following the principle that Y OR 1 = 1 and Y OR 0 = Y. Therefore, to make sure a bit is on, OR can be used with a 1. To leave a bit unchanged, OR is used with a 0. Example: Masking ''on'' the higher nibble (bits 4, 5, 6, 7) while leaving the lower nibble (bits 0, 1, 2, 3) unchanged. 10010101 10100101 OR 11110000 11110000 = 11110101 11110101 Masking bits to 0 ...
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Order-independent Transparency
Order-independent transparency (OIT) is a class of techniques in rasterisational computer graphics for rendering transparency in a 3D scene, which do not require rendering geometry in sorted order for alpha compositing. Description Commonly, 3D geometry with transparency is rendered by blending (using alpha compositing) all surfaces into a single buffer (think of this as a canvas). Each surface occludes existing color and adds some of its own color depending on its ''alpha'' value, a ratio of light ''transmittance''. The order in which surfaces are blended affects the total occlusion or ''visibility'' of each surface. For a correct result, surfaces must be blended from farthest to nearest or nearest to farthest, depending on the alpha compositing operation, ''over'' or ''under''. Ordering may be achieved by rendering the geometry in sorted order, for example sorting triangles by depth, but can take a significant amount of time, not always produce a solution (in the case of inter ...
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Aliasing
In signal processing and related disciplines, aliasing is an effect that causes different signals to become indistinguishable (or ''aliases'' of one another) when sampled. It also often refers to the distortion or artifact that results when a signal reconstructed from samples is different from the original continuous signal. Aliasing can occur in signals sampled in time, for instance digital audio, or the stroboscopic effect, and is referred to as temporal aliasing. It can also occur in spatially sampled signals (e.g. moiré patterns in digital images); this type of aliasing is called spatial aliasing. Aliasing is generally avoided by applying low-pass filters or anti-aliasing filters (AAF) to the input signal before sampling and when converting a signal from a higher to a lower sampling rate. Suitable reconstruction filtering should then be used when restoring the sampled signal to the continuous domain or converting a signal from a lower to a higher sampling rate. For s ...
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Texture Mapping
Texture mapping is a method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color. History The original technique was pioneered by Edwin Catmull in 1974. Texture mapping originally referred to diffuse mapping, a method that simply mapped pixels from a texture to a 3D surface ("wrapping" the image around the object). In recent decades, the advent of multi-pass rendering, multitexturing, mipmaps, and more complex mappings such as height mapping, bump mapping, normal mapping, displacement mapping, reflection mapping, specular mapping, occlusion mapping, and many other variations on the technique (controlled by a materials system) have made it possible to simulate near- photorealism in real time by vastly reducing the number of polygons and lighting calculations needed to construct a realistic and functional 3D scene. Texture maps A is an image applied (mapped) to the surface of a shape or poly ...
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Video Game
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedback mostly commonly is shown on a video display device, such as a TV set, monitor, touchscreen, or virtual reality headset. Some computer games do not always depend on a graphics display, for example text adventure games and computer chess can be played through teletype printers. Video games are often augmented with audio feedback delivered through speakers or headphones, and sometimes with other types of feedback, including haptic technology. Video games are defined based on their platform, which include arcade video games, console games, and personal computer (PC) games. More recently, the industry has expanded onto mobile gaming through smartphones and tablet computers, virtual and augmented reality systems, and remote c ...
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Microsoft Developer Network
Microsoft Developer Network (MSDN) was the division of Microsoft responsible for managing the firm's relationship with developers and testers, such as hardware developers interested in the operating system (OS), and software developers developing on the various OS platforms or using the API or scripting languages of Microsoft's applications. The relationship management is situated in assorted media: web sites, newsletters, developer conferences, trade media, blogs and DVD distribution. Starting in January 2020, the website is fully integrated with Microsoft Docs. Websites MSDN's primary web presence at ''msdn.microsoft.com'' is a collection of sites for the developer community that provide information, documentation, and discussion that is authored both by Microsoft and by the community at large. Recently, Microsoft has placed emphasis on incorporation of forums, blogs, library annotations and social bookmarking to make MSDN an open dialog with the developer community rather ...
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Multisampling
Multisample anti-aliasing (MSAA) is a type of spatial anti-aliasing, a technique used in computer graphics to remove jaggies. Definition The term generally refers to a special case of supersampling. Initial implementations of full-scene anti-aliasing ( FSAA) worked conceptually by simply rendering a scene at a higher resolution, and then downsampling to a lower-resolution output. Most modern GPUs are capable of this form of anti-aliasing, but it greatly taxes resources such as texture, bandwidth, and fillrate. (If a program is highly TCL-bound or CPU-bound, supersampling can be used without much performance hit.) According to the OpenGL GL_ARB_multisample specification, "multisampling" refers to a specific optimization of supersampling. The specification dictates that the renderer evaluate the fragment program once per pixel, and only "truly" supersample the depth and stencil values. (This is not the same as supersampling but, by the OpenGL 1.5 specification, the definition ...
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Bitwise AND
In computer programming, a bitwise operation operates on a bit string, a bit array or a binary numeral (considered as a bit string) at the level of its individual bits. It is a fast and simple action, basic to the higher-level arithmetic operations and directly supported by the processor. Most bitwise operations are presented as two-operand instructions where the result replaces one of the input operands. On simple low-cost processors, typically, bitwise operations are substantially faster than division, several times faster than multiplication, and sometimes significantly faster than addition. While modern processors usually perform addition and multiplication just as fast as bitwise operations due to their longer instruction pipelines and other architectural design choices, bitwise operations do commonly use less power because of the reduced use of resources. Bitwise operators In the explanations below, any indication of a bit's position is counted from the right (least sig ...
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Pixel Shader
In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the Rendering (computer graphics), rendering of a 3D scene - a process known as ''shading''. Shaders have evolved to perform a variety of specialized functions in computer graphics special effects and video post-processing, as well as general-purpose computing on graphics processing units. Traditional shaders calculate rendering (computer graphics), rendering effects on graphics hardware with a high degree of flexibility. Most shaders are coded for (and run on) a graphics processing unit (GPU), though this is not a strict requirement. ''Shading languages'' are used to program the GPU's rendering pipeline, which has mostly superseded the fixed-function pipeline of the past that only allowed for common Vertex shader, geometry transforming and Pixel shader, pixel-shading functions; with shaders, customized effects can be used. The 3d coordinates, positi ...
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