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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. It was first suggested by Michael Deering in 1988. On the first pass of a deferred shader, only data that is required for shading computation is gathered. Positions, normals, and materials for each surface are rendered into the geometry buffer ( G-buffer) using "render to texture". After this, a pixel shader computes the direct and indirect lighting at each pixel using the information of the texture buffers in screen space. Screen space directional occlusion can be made part of the deferred shading pipeline to give directionality to shadows and interreflections. Advantages The primary advantage of deferred shading is the decoupling of scene geometry from lighting. Only one geometry pass is required, and each light is only computed for those pixels that it actually affects. This gives the a ...
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Deferred Rendering Pass Col
Defer may refer to: * Defer Elementary School, a Michigan State Historic Site * Deference, the acknowledgement of the legitimacy of the power of one's superior or superiors * Deferral, the delaying of the realization of an asset or liability until a future date See also * DeFer * Differ (other) Difference, The Difference, Differences or Differently may refer to: Music * ''Difference'' (album), by Dreamtale, 2005 * ''Differently'' (album), by Cassie Davis, 2009 ** "Differently" (song), by Cassie Davis, 2009 * ''The Difference'' (al ...
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Transparency (graphic)
Transparency in computer graphics is possible in a number of file formats. The term " transparency" is used in various ways by different people, but at its simplest there is "full transparency" i.e. something that is completely invisible. Only part of a graphic should be fully transparent, or there would be nothing to see. More complex is "partial transparency" or "translucency" where the effect is achieved that a graphic is partially transparent in the same way as colored glass. Since ultimately a printed page or computer or television screen can only be one color at a point, partial transparency is always simulated at some level by mixing colors. There are many different ways to mix colors, so in some cases transparency is ambiguous. In addition, transparency is often an "extra" for a graphics format, and some graphics programs will ignore the transparency. Raster file formats that support transparency include GIF, PNG, BMP, TIFF, TGA and JPEG 2000, through either a '' ...
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Fast Approximate Anti-aliasing
Fast approximate anti-aliasing (FXAA) is a screen-space anti-aliasing algorithm created by Timothy Lottes at Nvidia. FXAA 3 is released under a public domain license. A later version, FXAA 3.11, is released under a 3-clause BSD license. Algorithm description # The input data is the rendered image and optionally the luminance data. # Acquire the luminance data. This data could be passed into the FXAA algorithm from the rendering step as an alpha channel embedded into the image to be antialiased, calculated from the rendered image, or approximated by using the green channel as the luminance data. # Find high contrast pixels by using a high pass filter that uses the luminance data. Low contrast pixels that are found are excluded from being further altered by FXAA. The high pass filter that excludes low contrast pixels can be tuned to balance speed and sensitivity. # Use contrast between adjacent pixels to heuristically find edges, and determine whether the edges are in the horizo ...
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Dragon Age II
''Dragon Age II'' is a 2011 action role-playing video game developed by BioWare and published by Electronic Arts (EA). It is the second major game in the ''Dragon Age'' series and the successor to '' Dragon Age: Origins'' (2009). Set in the world of Thedas, players assume the role of Hawke, a human mage, rogue, or warrior who arrives in the city of Kirkwall as a lowly refugee, and becomes its legendary champion over a turbulent decade of political and social conflict. In the game, players explore and engage in combat from a third-person perspective. Players encounter various companions, who play major roles in the game's plot and gameplay. Depending on players' decisions and dialogue, a companion will either recognize Hawke as a friend or a rival. BioWare began the game's development during the production of ''Origins''s expansion pack '' Awakening''. EA gave them only 14 to 16 months to finish the game's development, thus forcing the team to crunch for an extended period and ...
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Killzone 3
''Killzone 3'' is a 2011 first-person shooter video game for the PlayStation 3, developed by Guerrilla Games and published by Sony Computer Entertainment. It is the fourth installment in the ''Killzone'' series, the first game in the series to be presented in stereoscopic 3D, and the first to include motion controls using the PlayStation Move. It is a direct sequel to ''Killzone 2''. It was released worldwide in February 2011 to positive reviews. Plot In the climax of ''Killzone 2'', Emperor Scolar Visari is assassinated by ISA forces, triggering a full-scale attack by the Helghan First Army. Overwhelmed, ISA commanders order a full withdrawal, leaving thousands of their own soldiers to die on Helghan. With the Helghast now driven to seek revenge for Visari's death, the survivors must join forces to find a way home. Story After failing to save Visari's life, Sgt. Tomas Sevchenko and Rico Velasquez regroup with Captain Jason Narville outside the imperial palace. With Helghan cru ...
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Gustave Eiffel University
Gustave Eiffel University (french: Université Gustave Eiffel) is a public university located throughout Metropolitan France. The university's namesake is French engineer, Gustave Eiffel. Gustave Eiffel University is known for its civil engineering and urban planning research. History Gustave Eiffel University was created by a French government decree, and was founded on 1 January 2020. It is the result of a merger of the École d'Architecture Marne-la-Vallée, the École des ingénieurs de la Ville de Paris, the École Nationale des Sciences Géographiques, the École Supérieure d'Ingénieurs en Électrotechnique et Électronique Paris, the French Institute of Science and Technology for Transport, Development and Networks, and the former University of Paris-Est Marne-la-Vallée. The merger was decided upon despite initial opposition of unions representing UPEM workers. Academics Gustave Eiffel University offers bachelors, vocational bachelors, and masters degrees in many ...
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Intel
Intel Corporation is an American multinational corporation and technology company headquartered in Santa Clara, California. It is the world's largest semiconductor chip manufacturer by revenue, and is one of the developers of the x86 series of instruction sets, the instruction sets found in most personal computers (PCs). Incorporated in Delaware, Intel ranked No. 45 in the 2020 ''Fortune'' 500 list of the largest United States corporations by total revenue for nearly a decade, from 2007 to 2016 fiscal years. Intel supplies microprocessors for computer system manufacturers such as Acer, Lenovo, HP, and Dell. Intel also manufactures motherboard chipsets, network interface controllers and integrated circuits, flash memory, graphics chips, embedded processors and other devices related to communications and computing. Intel (''int''egrated and ''el''ectronics) was founded on July 18, 1968, by semiconductor pioneers Gordon Moore (of Moore's law) and Robert Noyce ( ...
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MLAA
Morphological antialiasing (MLAA) is a technique for minimizing the distortion artifacts known as aliasing when representing a high-resolution image at a lower resolution. Contrary to multisample anti-aliasing (MSAA), which does not work for deferred rendering, MLAA is a post-process filtering which detects borders in the resulting image and then finds specific patterns in these. Anti-aliasing is achieved by blending pixels in these borders, according to the pattern they belong to and their position within the pattern. Enhanced subpixel morphological antialiasing, or SMAA, is an image-based GPU-based implementation of MLAA developed by Universidad de Zaragoza and Crytek. See also * Fast approximate anti-aliasing * Multisample anti-aliasing * Anisotropic filtering * Temporal anti-aliasing * Spatial anti-aliasing In digital signal processing, spatial anti-aliasing is a technique for minimizing the distortion artifacts (aliasing) when representing a high-resolution image at a ...
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Edge Detection
Edge detection includes a variety of mathematical methods that aim at identifying edges, curves in a digital image at which the image brightness changes sharply or, more formally, has discontinuities. The same problem of finding discontinuities in one-dimensional signals is known as ''step detection'' and the problem of finding signal discontinuities over time is known as ''change detection''. Edge detection is a fundamental tool in image processing, machine vision and computer vision, particularly in the areas of feature detection and feature extraction. Motivations The purpose of detecting sharp changes in image brightness is to capture important events and changes in properties of the world. It can be shown that under rather general assumptions for an image formation model, discontinuities in image brightness are likely to correspond to: * discontinuities in depth, * discontinuities in surface orientation, * changes in material properties and * variations in scene illumi ...
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Spatial Anti-aliasing
In digital signal processing, spatial anti-aliasing is a technique for minimizing the distortion artifacts (aliasing) when representing a high-resolution image at a lower resolution. Anti-aliasing is used in digital photography, computer graphics, digital audio, and many other applications. Anti-aliasing means removing signal components that have a higher frequency than is able to be properly resolved by the recording (or sampling) device. This removal is done before (re)sampling at a lower resolution. When sampling is performed without removing this part of the signal, it causes undesirable artifacts such as black-and-white noise. In signal acquisition and audio, anti-aliasing is often done using an analog anti-aliasing filter to remove the out-of-band component of the input signal prior to sampling with an analog-to-digital converter. In digital photography, optical anti-aliasing filters made of birefringent materials smooth the signal in the spatial optical domain. The anti-a ...
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DirectX
Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. Originally, the names of these APIs all began with "Direct", such as Direct3D, DirectDraw, DirectMusic, DirectPlay, DirectSound, and so forth. The name ''DirectX'' was coined as a shorthand term for all of these APIs (the ''X'' standing in for the particular API names) and soon became the name of the collection. When Microsoft later set out to develop a gaming console, the ''X'' was used as the basis of the name Xbox to indicate that the console was based on DirectX technology. The ''X'' initial has been carried forward in the naming of APIs designed for the Xbox such as XInput and the Cross-platform Audio Creation Tool (XACT), while the DirectX pattern has been continued for Windows APIs such as Direct2D and DirectWrite. Direct3D (the 3D graphics API within DirectX) is widely used in the develop ...
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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 intersec ...
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