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TressFX
AMD TressFX is a software library which provides for advanced simulation and rendering of hair, fur, and grass to be processed by the GPU. The initial library was written to perform well on AMD's GCN-based products. Version 3 was released on January 26, 2016, and works solely with Direct3D 11 and utilizes DirectCompute. A competing solution offered by Nvidia is HairWorks which is part of their Nvidia GameWorks suite and is proprietary in nature. Released as part of GPUOpen AMD TressFX is free and open-source software subject to the MIT License. Motivations for Development and Origins Traditionally, hair representation in video games has been sub-par for several reasons. For short hair (especially on male characters), hair has often been represented by a detailed texture on a character's skeleton. This makes it difficult to represent hair styles that are not pressed flat against the skull. Longer hair is often represented as a texture on a moving part of a skeleton and thu ...
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Mankind Divided
''Deus Ex: Mankind Divided'' is an action role-playing video game developed by Eidos Montréal and published worldwide by Square Enix in August 2016 for Microsoft Windows, PlayStation 4 and Xbox One. Versions for Linux and macOS systems were released in 2016 and 2017, respectively. It is the fourth game in the '' Deus Ex'' series, and a sequel to the 2011 game '' Deus Ex: Human Revolution''. The gameplay—combining first-person shooter, stealth and role-playing elements—features exploration and combat in environments connected to the main hub of Prague and quests which grant experience and allow customization of the main character's abilities with Praxis Kits. Conversations between characters have a variety of responses, with options in conversations and at crucial story points affecting how events play out. Players can complete Breach, a cyberspace-set challenge mode, in addition to the main campaign. Breach was later released as a free, standalone product. Set two ...
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Nvidia GameWorks
Nvidia GameWorks is a middleware software suite developed by Nvidia. The Visual FX, PhysX and Optix SDKs provide a wide range of enhancements pre-optimized for Nvidia GPUs. GameWorks is partially open-source. The competing solution being in development by AMD is GPUOpen, which was announced to be free and open-source software under the MIT License. Components Nvidia Gameworks consists of several main components: * VisualFX: For rendering effects such as smoke, fire, water, depth of field, soft shadows, HBAO+, TXAA, FaceWorks and HairWorks. * PhysX: For physics, destruction, particle and fluid simulations. * OptiX: For baked lighting and general-purpose ray-tracing. * Core SDK: For facilitating development on Nvidia hardware. In addition, the suite contains sample code for DirectX and OpenGL developers, as well as tools for debugging, profiling, optimization and Android development. See also * PhysX * GPUOpen * TressFX * Havok (software) Havok is a middleware software suite ...
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MIT License
The MIT License is a permissive free software license originating at the Massachusetts Institute of Technology (MIT) in the late 1980s. As a permissive license, it puts only very limited restriction on reuse and has, therefore, high license compatibility. Unlike copyleft software licenses, the MIT License also permits reuse within proprietary software, provided that all copies of the software or its substantial portions include a copy of the terms of the MIT License and also a copyright notice. , the MIT License was the most popular software license found in one analysis, continuing from reports in 2015 that the MIT License was the most popular software license on GitHub. Notable projects that use the MIT License include the X Window System, Ruby on Rails, Nim, Node.js, Lua, and jQuery. Notable companies using the MIT License include Microsoft ( .NET), Google ( Angular), and Meta (React). License terms The MIT License has the identifier MIT in the SPDX License List. It is ...
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Frame Rate
Frame rate (expressed in or FPS) is the frequency (rate) at which consecutive images (frames) are captured or displayed. The term applies equally to film and video cameras, computer graphics, and motion capture systems. Frame rate may also be called the , and be expressed in hertz. Frame rate in electronic camera specifications may refer to the maximal possible rate, where, in practice, other settings (such as exposure time) may reduce the frequency to a lower number. Human vision The temporal sensitivity and resolution of human vision varies depending on the type and characteristics of visual stimulus, and it differs between individuals. The human visual system can process 10 to 12 images per second and perceive them individually, while higher rates are perceived as motion. Modulated light (such as a computer display) is perceived as stable by the majority of participants in studies when the rate is higher than 50 Hz. This perception of modulated light as steady is known ...
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Square Enix
is a Japanese Multinational corporation, multinational holding company, production enterprise and entertainment conglomerate, best known for its ''Final Fantasy'', ''Dragon Quest'', ''Star Ocean'' and ''Kingdom Hearts'' role-playing video game franchises, among numerous others. Outside of video game publishing and development, it is also in the business of merchandise, Arcade game, arcade facilities, and manga publication under its Gangan Comics brand. The original Square Enix Co., Ltd. was formed in April 2003 from a mergers and acquisitions, merger between Square (video game company), Square and Enix, with the latter as the surviving company. Each share of Square's common stock was stock swap, exchanged for 0.85 shares of Enix's common stock. At the time, 80% of Square Enix staff were made up of former Square employees. As part of the merger, former Square president Yoichi Wada was appointed the president of the new corporation, while former Enix president Keiji Honda was name ...
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Law Of Physics
Scientific laws or laws of science are statements, based on repeated experiments or observations, that describe or predict a range of natural phenomena. The term ''law'' has diverse usage in many cases (approximate, accurate, broad, or narrow) across all fields of natural science (physics, chemistry, astronomy, geoscience, biology). Laws are developed from data and can be further developed through mathematics; in all cases they are directly or indirectly based on empirical evidence. It is generally understood that they implicitly reflect, though they do not explicitly assert, causal relationships fundamental to reality, and are discovered rather than invented. Scientific laws summarize the results of experiments or observations, usually within a certain range of application. In general, the accuracy of a law does not change when a new theory of the relevant phenomenon is worked out, but rather the scope of the law's application, since the mathematics or statement representing the ...
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Modular Programming
Modular programming is a software design technique that emphasizes separating the functionality of a program into independent, interchangeable modules, such that each contains everything necessary to execute only one aspect of the desired functionality. A module interface expresses the elements that are provided and required by the module. The elements defined in the interface are detectable by other modules. The implementation contains the working code that corresponds to the elements declared in the interface. Modular programming is closely related to structured programming and object-oriented programming, all having the same goal of facilitating construction of large software programs and systems by decomposition into smaller pieces, and all originating around the 1960s. While the historical usage of these terms has been inconsistent, "modular programming" now refers to the high-level decomposition of the code of an entire program into pieces: structured programming to the low-l ...
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Self-shadowing
Self-Shadowing is a computer graphics lighting effect, used in 3D rendering applications such as computer animation and video games. Self-shadowing allows non-static objects in the environment, such as game characters and interactive objects (buckets, chairs, etc.), to cast shadows on themselves and each other. For example, without self-shadowing, if a character puts his or her right arm over the left, the right arm will not cast a shadow over the left arm. If that same character places a hand over a ball, that hand will cast a shadow over the ball. One thing that needs to be specified is whether the shadow being cast is dynamic or static. A wall with a shadow on it is a static shadow. The wall is not moving and so its geometric shape is not going to move or change in the scene. A dynamic shadow is something that has its geometry changes within a scene. Self-Shadowing methods have trade-offs between quality and speed depending on the desired result. To keep speed up, some t ...
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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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Buoyant
Buoyancy (), or upthrust, is an upward force exerted by a fluid that opposes the weight of a partially or fully immersed object. In a column of fluid, pressure increases with depth as a result of the weight of the overlying fluid. Thus the pressure at the bottom of a column of fluid is greater than at the top of the column. Similarly, the pressure at the bottom of an object submerged in a fluid is greater than at the top of the object. The pressure difference results in a net upward force on the object. The magnitude of the force is proportional to the pressure difference, and (as explained by Archimedes' principle) is equivalent to the weight of the fluid that would otherwise occupy the submerged volume of the object, i.e. the Displacement (fluid), displaced fluid. For this reason, an object whose average density is greater than that of the fluid in which it is submerged tends to sink. If the object is less dense than the liquid, the force can keep the object afloat. This can ...
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Aesthetic
Aesthetics, or esthetics, is a branch of philosophy that deals with the nature of beauty and taste, as well as the philosophy of art (its own area of philosophy that comes out of aesthetics). It examines aesthetic values, often expressed through judgments of taste. Aesthetics covers both natural and artificial sources of experiences and how we form a judgment about those sources. It considers what happens in our minds when we engage with objects or environments such as viewing visual art, listening to music, reading poetry, experiencing a play, watching a fashion show, movie, sports or even exploring various aspects of nature. The philosophy of art specifically studies how artists imagine, create, and perform works of art, as well as how people use, enjoy, and criticize art. Aesthetics considers why people like some works of art and not others, as well as how art can affect moods or even our beliefs. Both aesthetics and the philosophy of art try to find answers for what exac ...
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Computational
Computation is any type of arithmetic or non-arithmetic calculation that follows a well-defined model (e.g., an algorithm). Mechanical or electronic devices (or, historically, people) that perform computations are known as ''computers''. An especially well-known discipline of the study of computation is computer science. Physical process of Computation Computation can be seen as a purely physical process occurring inside a closed physical system called a computer. Examples of such physical systems are digital computers, mechanical computers, quantum computers, DNA computers, molecular computers, microfluidics-based computers, analog computers, and wetware computers. This point of view has been adopted by the physics of computation, a branch of theoretical physics, as well as the field of natural computing. An even more radical point of view, pancomputationalism (inaudible word), is the postulate of digital physics that argues that the evolution of the universe is itself a ...
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