Rendering APIs
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Rendering APIs
Rendering APIs typically provide just enough functionality to abstract a graphics accelerator, focussing on rendering primitives, state management, command lists/command buffers; and as such differ from fully fledged 3D graphics libraries, 3D engines (which handle scene graphs, lights, animation, materials etc.), and GUI frameworks; Some provide fallback software rasterisers, which were important for compatibility and adoption before graphics accelerators became widespread. Some have been extended to include support for compute shaders. Low level rendering APIs typically leave more responsibility with the user for resource memory management, and require more verbose control, but have significantly lower CPU overhead, ''and'' allow greater utilisation of multicore processors. 2D rendering APIs * OpenVG * Direct2D * Quartz 2D * Anti-Grain Geometry (AGG) * Simple DirectMedia Layer (SDL) * Simple and Fast Multimedia Library (SFML) * X11 * Cairo (graphics), Cairo * Skia Graphics Engin ...
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Graphics Accelerator
A graphics processing unit (GPU) is a specialized electronic circuit designed to manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device. GPUs are used in embedded systems, mobile phones, personal computers, workstations, and game consoles. Modern GPUs are efficient at manipulating computer graphics and image processing. Their parallel structure makes them more efficient than general-purpose central processing units (CPUs) for algorithms that process large blocks of data in parallel. In a personal computer, a GPU can be present on a video card or embedded on the motherboard. In some CPUs, they are embedded on the CPU die. In the 1970s, the term "GPU" originally stood for ''graphics processor unit'' and described a programmable processing unit independently working from the CPU and responsible for graphics manipulation and output. Later, in 1994, Sony used the term (now standing for ''graphics processing unit'') i ...
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Cairo (graphics)
Cairo (stylized as cairo) is an open-source graphics library that provides a vector graphics-based, device-independent API for software developers. It provides primitives for two-dimensional drawing across a number of different back ends. Cairo uses hardware acceleration when available. Software architecture Language bindings A library written in one programming language may be used in another language if bindings are written; Cairo has a range of bindings for various languages including C++, C# and other CLI languages, Delphi, Eiffel, Factor, Harbour, Haskell, Julia, Lua, Perl, PHP, Python, Ruby, Rust, Scheme, Smalltalk and several others like Gambas (Visual Basic like). Toolkit bindings Since Cairo is only a drawing library, it can be quite useful to integrate it with a graphical user interface toolkit. * FLTK has full Cairo support (through --enable-cairo compile switch). * GTK began in 2005, with version 2.8, to use Cairo to render the majority of its gra ...
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OpenGL SC
OpenGL for Safety Critical applications (OpenGL SC) is a subset of the OpenGL 3D graphics application programming interface (API) designed to meet the needs of the Safety Critical market for avionics, industrial, military, medical and automotive applications including FAA DO-178C/ED-12C Level A certification. OpenGL SC is managed by the not-for-profit technology consortium A consortium (plural: consortia) is an association of two or more individuals, companies, organizations or governments (or any combination of these entities) with the objective of participating in a common activity or pooling their resources for ..., the Khronos Group, Inc. OpenGL SC 2.0 is based on OpenGL ES 2.0, adding GLSL shader programmability to OpenGL SC 1.0. OpenGL SC 1.0 is based on, and roughly equivalent to, OpenGL 1.3. Equivalence is not strictly maintained, and features not in the original API specification were added, such as display lists. References External links * OpenGL SC Regi ...
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OpenGL ES
OpenGL for Embedded Systems (OpenGL ES or GLES) is a subset of the OpenGL computer graphics rendering application programming interface (API) for rendering 2D and 3D computer graphics such as those used by video games, typically hardware-accelerated using a graphics processing unit (GPU). It is designed for embedded systems like smartphones, tablet computers, video game consoles and PDAs. OpenGL ES is the "most widely deployed 3D graphics API in history". The API is cross-language and multi-platform. The GLU library and the original GLUT are not available for OpenGL ES, freeglut however, supports it. OpenGL ES is managed by the non-profit technology consortium Khronos Group. Vulkan, a next-generation API from Khronos, is made for simpler high performance drivers for mobile and desktop devices. Versions Several versions of the OpenGL ES specification now exist. OpenGL ES 1.0 is drawn up against the OpenGL 1.3 specification, OpenGL ES 1.1 is defined relative to the OpenGL 1. ...
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OpenGL Shading Language
OpenGL Shading Language (GLSL) is a high-level shading language with a syntax based on the C programming language. It was created by the OpenGL ARB (OpenGL Architecture Review Board) to give developers more direct control of the graphics pipeline without having to use ARB assembly language or hardware-specific languages. Background With advances in graphics cards, new features have been added to allow for increased flexibility in the rendering pipeline at the vertex and fragment level. Programmability at this level is achieved with the use of fragment and vertex shaders. Originally, this functionality was achieved by writing shaders in ARB assembly language – a complex and unintuitive task. The OpenGL ARB created the OpenGL Shading Language to provide a more intuitive method for programming the graphics processing unit while maintaining the open standards advantage that has driven OpenGL throughout its history. Originally introduced as an extension to OpenGL 1.4, GLSL was ...
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OpenGL
OpenGL (Open Graphics Library) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering. Silicon Graphics, Inc. (SGI) began developing OpenGL in 1991 and released it on June 30, 1992; applications use it extensively in the fields of computer-aided design (CAD), virtual reality, scientific visualization, information visualization, flight simulation, and video games. Since 2006, OpenGL has been managed by the non-profit technology consortium Khronos Group. Design The OpenGL specification describes an abstract API for drawing 2D and 3D graphics. Although it is possible for the API to be implemented entirely in software, it is designed to be implemented mostly or entirely in hardware. The API is defined as a set of functions which may be called by the client program, alongside a set of named intege ...
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Video Games
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, game controller, controller, computer keyboard, 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, computer monitor, monitor, touchscreen, or virtual reality headset. Some computer games do not always depend on a graphics display, for example List of text-based computer games, text adventure games and computer chess can be played through teletype printers. Video games are often augmented with audio feedback delivered through loudspeaker, speakers or headphones, and sometimes with other types of feedback, including haptic technology. Video games are defined based on their computing platform, platform, which include arcade video games, console games, and PC game, personal computer (PC) games. More recently, the industry has expanded on ...
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Computer-aided Design
Computer-aided design (CAD) is the use of computers (or ) to aid in the creation, modification, analysis, or optimization of a design. This software is used to increase the productivity of the designer, improve the quality of design, improve communications through documentation, and to create a database for manufacturing. Designs made through CAD software are helpful in protecting products and inventions when used in patent applications. CAD output is often in the form of electronic files for print, machining, or other manufacturing operations. The terms computer-aided drafting (CAD) and computer aided design and drafting (CADD) are also used. Its use in designing electronic systems is known as '' electronic design automation'' (''EDA''). In mechanical design it is known as ''mechanical design automation'' (''MDA''), which includes the process of creating a technical drawing with the use of computer software. CAD software for mechanical design uses either vector-based graphics ...
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Argonaut Software
Argonaut Games PLC was a British video game developer founded in 1982, most notable for the development of the Super NES video game ''Star Fox'' and its supporting Super FX hardware, as well as for developing '' Croc: Legend of the Gobbos'' and the ''Starglider'' series. The company was liquidated in late 2004, and ceased to exist in early 2007. History Founded as Argonaut Software by teenager Jez San in 1982, the company name is a play on his name (J. San) and the mythological story of '' Jason and the Argonauts''. Its head offices were in Colindale, London,Company Summary


. Argonaut Ga ...
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BRender
Argonaut Games PLC was a British video game developer founded in 1982, most notable for the development of the Super NES video game ''Star Fox'' and its supporting Super FX hardware, as well as for developing '' Croc: Legend of the Gobbos'' and the ''Starglider'' series. The company was liquidated in late 2004, and ceased to exist in early 2007. History Founded as Argonaut Software by teenager Jez San in 1982, the company name is a play on his name (J. San) and the mythological story of '' Jason and the Argonauts''. Its head offices were in Colindale, London,Company Summary


. Argonaut Gam ...
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RenderMan Interface Specification
The RenderMan Interface Specification, or RISpec in short, is an open API developed by Pixar Animation Studios to describe three-dimensional scenes and turn them into digital photorealistic images. It includes the RenderMan Shading Language. As Pixar's technical specification for a standard communications protocol (or interface) between modeling programs and rendering programs capable of producing photorealistic-quality images, RISpec is a similar concept to PostScript but for describing 3D scenes rather than 2D page layouts. Thus, modelling programs which understand the RenderMan Interface protocol can send data to rendering software which implements the RenderMan Interface, without caring what rendering algorithms are utilized by the latter. The interface was first published in 1988 (version 3.0) and was designed to be sufficiently future proof to encompass advances in technology for a significant number of years. The current revision is 3.2.1, released in November 2005. Wha ...
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Canvas Element
The canvas element is part of HTML5 and allows for dynamic, scriptable rendering of 2D shapes and bitmap images. It is a low level, procedural model that updates a bitmap. HTML5 Canvas also helps in making 2D games. While the HTML5 canvas offers its own 2D drawing API, it also supports the WebGL API to allow 3D rendering with OpenGL ES. History Canvas was initially introduced by Apple for use in their own Mac OS X WebKit component in 2004, powering applications like Dashboard widgets and the Safari browser. Later, in 2005, it was adopted in version 1.8 of Gecko browsers, and Opera in 2006, and standardized by the Web Hypertext Application Technology Working Group (WHATWG) on new proposed specifications for next generation web technologies. Usage A canvas consists of a drawable region defined in HTML code with ''height'' and ''width'' attributes. JavaScript code may access the area through a full set of drawing functions similar to those of other common 2D APIs, thus all ...
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