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Direct3D
Direct3D is a graphics application programming interface (API) for Microsoft Windows. Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games. Direct3D uses hardware acceleration if it is available on the graphics card, allowing for hardware acceleration of the entire 3D rendering pipeline or even only partial acceleration. Direct3D exposes the advanced graphics capabilities of 3D graphics hardware, including Z-buffering, W-buffering, stencil buffering, spatial anti-aliasing, alpha blending, color blending, mipmapping, texture blending, clipping, culling, atmospheric effects, perspective-correct texture mapping, programmable HLSL shaders and effects. Integration with other DirectX technologies enables Direct3D to deliver such features as video mapping, hardware 3D rendering in 2D overlay planes, and even sprites, providing the use of 2D and 3D graphics in interactive media ties. Direct3D contains many ...
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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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Windows Vista
Windows Vista is a major release of the Windows NT operating system developed by Microsoft. It was the direct successor to Windows XP, which was released five years before, at the time being the longest time span between successive releases of Microsoft Windows desktop operating systems. Software release life cycle#Release to manufacturing (RTM), Development was completed on November 8, 2006, and over the following three months, it was released in stages to computer hardware and software manufacturers, business customers and retail channels. On January 30, 2007, it was released internationally and was made available for purchase and download from the Windows Marketplace; it is the first release of Windows to be made available through a digital distribution platform. Features new to Windows Vista, New features of Windows Vista include an updated graphical user interface and Skin (computing), visual style dubbed Windows Aero, Aero, a new search component called Windows Search, red ...
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Windows Advanced Rasterization Platform
Windows Advanced Rasterization Platform (WARP) is a software rasterizer and a component of DirectX graphics runtime in Windows 7 and later. It is available for Windows Vista and Windows Server 2008 through platform update for Windows Vista. WARP can be used when no compatible hardware is available, in kernel mode applications or in a headless environment, or for remote rendering of Direct2D/DirectWrite for Remote Desktop Connection clients. WARP is a full-featured Direct3D 10.1 renderer device with performance on par with current low-end graphics cards, such as Intel GMA 3000, when running on multi-core CPUs. To achieve this level of rendering performance, WARP employs advanced techniques such as just-in-time compilation to x86 machine code and support for advanced vector extensions such as SSE2 and SSE4.1. WARP supports Direct3D 11 runtime and is compatible with feature levels 10_1, 10_0, 9_3, 9_2, and 9_1; in Direct3D 11.1 runtime, WARP additionally supports feature levels ...
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HLSL
The High-Level Shader Language or High-Level Shading Language (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. HLSL is analogous to the GLSL shading language used with the OpenGL standard. It is very similar to the Nvidia Cg shading language, as it was developed alongside it. Early versions of the two languages were considered identical, only marketed differently. HLSL shaders can enable profound speed and detail increases as well as many special effects in both 2D and 3D computer graphics. HLSL programs come in six forms: pixel shaders (fragment in GLSL), vertex shaders, geometry shaders, compute shaders, tessellation shaders (Hull and Domain shaders), and ray tracing shaders (Ray Generation Shaders, Intersection Shaders, Any Hit/Closest Hit/Miss Shaders). A vertex shader is executed for each ...
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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 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 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 geometry transforming and pixel-shading functions; with shaders, customized effects can be used. The position and color (hue, saturation, brightness, and contrast) of all pixels, vertices, and/or textures us ...
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Shaders
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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DirectDraw
DirectDraw (ddraw.dll) is an API that used to be a part of Microsoft's DirectX API. DirectDraw is used to accelerate rendering of 2D graphics in applications. DirectDraw also allows applications to run fullscreen or embedded in a window such as most other MS Windows applications. DirectDraw uses hardware acceleration if it is available on the client's computer. DirectDraw allows direct access to video memory, hardware overlays, hardware blitters, and page flipping. Its video memory manager can manipulate video memory with ease, taking full advantage of the blitting and color decompression capabilities of different types of display adapters. DirectDraw is a 2D API. That is, it contains commands for 2D rendering and does not support 3D hardware acceleration. A programmer could use DirectDraw to draw 3D graphics, but the rendering would be slow compared to an API such as Direct3D which does support 3D hardware acceleration. DirectDraw was introduced for Windows Mobile in Windows ...
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Stencil Buffer
A stencil buffer is an extra data buffer, in addition to the ''color buffer'' and ''Z-buffer'', found on modern graphics hardware. The buffer is per pixel and works on integer values, usually with a depth of one byte per pixel. 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 example, stencil values can be automatically increased/decreased for every pixel that fails or passes the depth test. The simple combination of depth test and stencil modifiers make a vast number of effects possible (such as stencil shadow volumes, Two-Sided Stencil, compositing, decaling, dissolves, fades, swipes, silhouettes, outline drawing, or highlighting of intersections between complex primitives) though they o ...
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Windows 7
Windows 7 is a major release of the Windows NT operating system developed by Microsoft. It was released to manufacturing on July 22, 2009, and became generally available on October 22, 2009. It is the successor to Windows Vista, released nearly three years earlier. It remained an operating system for use on personal computers, including home and business desktops, laptops, tablet PCs and media center PCs, and itself was replaced in November 2012 by Windows 8, the name spanning more than three years of the product. Until April 9, 2013, Windows 7 original release included updates and technical support, after which installation of Service Pack 1 was required for users to receive support and updates. Windows 7's server counterpart, Windows Server 2008 R2, was released at the same time. The last supported version of Windows based on this operating system was released on July 1, 2011, entitled Windows Embedded POSReady 7. Extended support ended on January 14, 2020, over ten years a ...
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Xbox System Software
The Xbox system software is the operating system developed exclusively for the Xbox home video game console, consoles. Across the four generations of Xbox consoles, the software has been based on a version of Microsoft Windows and incorporating DirectX features optimized for the gaming console. The user interface, the Xbox Dashboard, provides access to games, media players, and applications, and integrates with Xbox Live for online functionality. Though initial iterations of the software for the original Xbox and Xbox 360 were based on heavily modified versions of Windows, the newer consoles feature operating systems that are highly compatible with Microsoft's desktop operating systems, allowing for shared applications and ease-of-development between personal computers and the Xbox line. Common features Across all four generations of the Xbox platform, the user interface of the system software has been called the Xbox Dashboard. While its appearance and detailed functions have va ...
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Reference Rasterizer
Software rendering is the process of generating an image from a model by means of computer software. In the context of computer graphics rendering, software rendering refers to a rendering process that is not dependent upon graphics hardware ASICs, such as a graphics card. The rendering takes place entirely in the CPU. Rendering everything with the (general-purpose) CPU has the main advantage that it is not restricted to the (limited) capabilities of graphics hardware, but the disadvantage is that more semiconductors are needed to obtain the same speed. Rendering is used in architecture, simulators, video games, movies and television visual effects and design visualization. Rendering is the last step in an animation process, and gives the final appearance to the models and animation with visual effects such as shading, texture-mapping, shadows, reflections and motion blur. Rendering can be split into two main categories: real-time rendering (also known as online rendering), and ...
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Windows CE
Windows Embedded Compact, formerly Windows Embedded CE, Windows Powered and Windows CE, is an operating system subfamily developed by Microsoft as part of its Windows Embedded family of products. Unlike Windows Embedded Standard, which is based on Windows NT, Windows Embedded Compact uses a different hybrid kernel. Microsoft licenses it to original equipment manufacturers (OEMs), who can modify and create their own user interfaces and experiences, with Windows Embedded Compact providing the technical foundation to do so. The current version of Windows Embedded Compact supports x86 and ARM processors with board support package (BSP) directly. The MIPS and SHx architectures had support prior to version 7.0. 7.0 still works on MIPSII architecture. Originally, Windows CE was designed for minimalistic and small computers. However CE had its own kernel whereas those such as Windows XP Embedded are based on NT. Windows CE was a modular/componentized operating system that served as ...
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