Search results
Results from the Tech24 Deals Content Network
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 ...
Bloom (sometimes referred to as light bloom or glow) is a computer graphics effect used in video games, demos, and high-dynamic-range rendering (HDRR) to reproduce an imaging artifact of real-world cameras. The effect produces fringes (or feathers) of light extending from the borders of bright areas in an image, contributing to the illusion of ...
DirectX High-Level Shader Language. The High-Level Shading Language (HLSL) is a C-style shader language for DirectX 9 and higher and Xbox game consoles. It is related to Nvidia's Cg, but is only supported by DirectX and Xbox. HLSL programs are compiled into bytecode equivalent of DirectX shader assembly language.
Get AOL Mail for FREE! Manage your email like never before with travel, photo & document views. Personalize your inbox with themes & tabs. You've Got Mail!
Adding custom wavetables is easy enough using Arturia's MIDI Control Center desktop app. There's a dedicated tab for them at the top of the interface once you connect your Microfreak. You can only ...
Download QR code; Wikidata item; Print/export Download as PDF; ... The software is free to download and use, however, it works closely with Amazon services. Anvil:
Kotaku reports that researchers Stephan Richter, Hassan Abu AlHaija and Vladlen Koltun have developed a technique that adds an uncanny level of photorealism to the game using machine learning. The ...
Shaders are simple programs that describe the traits of either a vertex or a pixel. Vertex shaders describe the attributes (position, texture coordinates, colors, etc.) of a vertex, while pixel shaders describe the traits (color, z-depth and alpha value) of a pixel. A vertex shader is called for each vertex in a primitive (possibly after ...