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Physically based rendering ( PBR) is a computer graphics approach that seeks to render images in a way that models the lights and surfaces with optics in the real world. It is often referred to as "Physically Based Lighting" or "Physically Based Shading". Many PBR pipelines aim to achieve photorealism. Feasible and quick approximations of the ...
The High-Level Shader Language[ 1] or High-Level Shading Language[ 2] ( 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 ...
In Direct3D 11, the concept of feature levels has been further expanded to run on most downlevel hardware including Direct3D 9 cards with WDDM drivers.. There are seven feature levels provided by D3D_FEATURE_LEVEL structure; levels 9_1, 9_2 and 9_3 (collectively known as Direct3D 11 Level 5) re-encapsulate various features of popular Direct3D 9 cards conforming to Shader Model 2.0, while ...
Windows, Linux, macOS, PlayStation 3, Android, iOS: List: Proprietary: Focused on large open scenes: 64-bit precision of coordinates, support for geo coordinates, round Earth model. Mainly used in enterprise and professional simulators. Unity: C++ [13] 2005 C#, Visual scripting (Bolt) [14] Yes 2D, 2.5D, 3D
The unified shader model uses the same hardware resources for both vertex and fragment processing. In the field of 3D computer graphics, the unified shader model (known in Direct3D 10 as "Shader Model 4.0") refers to a form of shader hardware in a graphical processing unit (GPU) where all of the shader stages in the rendering pipeline (geometry, vertex, pixel, etc.) have the same capabilities.
The idea behind ray casting, the predecessor to recursive ray tracing, is to trace rays from the eye, one per pixel, and find the closest object blocking the path of that ray. Think of an image as a screen-door, with each square in the screen being a pixel. This is then the object the eye sees through that pixel.
RetroArch is a free and open-source, cross-platform frontend for emulators, game engines, video games, media players and other applications. It is the reference implementation of the libretro API, [ 2][ 3] designed to be fast, lightweight, portable and without dependencies. [ 4] It is licensed under the GNU GPLv3 .
Direct3D 10: Designed around the new driver model in Windows Vista and featuring a number of improvements to rendering capabilities and flexibility, including Shader Model 4. Direct3D 10.1 is an incremental update of Direct3D 10.0 which shipped with, and required, Windows Vista Service Pack 1 , which was released in February 2008. [ 37 ]
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