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Alpha To Coverage
Alpha to coverage is a multisampling computer graphics technique, that replaces alpha blending with a coverage mask. This achieves order-independent transparency for when anti-aliasing or semi-transparent textures are used. This particular technique is useful for situations where dense foliage or grass must be rendered in a video game. Alpha to coverage multisampling is based on regular multisampling, except that the alpha coverage mask is ANDed with the multisample mask. Alpha-to-coverage converts the alpha component output from the pixel shader to a coverage mask. When the multisampling is applied each output fragment gets a transparency of 0 or 1 depending on alpha coverage and the multisampling result. See also * Spatial anti-aliasing * Multisample anti-aliasing * Color depth Color depth, also known as bit depth, is either the number of bits used to indicate the color of a single pixel, or the number of bits used for each color component of a single pixel. When ref ...
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Multisample Anti-aliasing
Multisample anti-aliasing (MSAA) is a type of spatial anti-aliasing, a technique used in computer graphics to remove jaggies. It is an optimization of supersampling, where only the necessary parts are sampled more. Jaggies are only noticed in a small area, so the area is quickly found, and only that is anti-aliased. Definition The term generally refers to a special case of supersampling. Initial implementations of full-scene anti-aliasing ( FSAA) worked conceptually by simply rendering a scene at a higher resolution, and then downsampling to a lower-resolution output. Most modern GPUs are capable of this form of anti-aliasing, but it greatly taxes resources such as texture, bandwidth, and fillrate. (If a program is highly TCL-bound or CPU-bound, supersampling can be used without much performance hit.) According to the OpenGL OpenGL (Open Graphics Library) is a Language-independent specification, cross-language, cross-platform application programming interface (API) ...
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Computer Graphics
Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by graphics hardware, computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as Computer-generated imagery, computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of Computer graphics (computer science), computer science research. Some topics in computer graphics include user interface design, Sprite (computer graphics), sprite graphics, raster graphics, Rendering (computer graph ...
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Alpha Compositing
In computer graphics, alpha compositing or alpha blending is the process of combining one image with a background to create the appearance of partial or full transparency. It is often useful to render picture elements (pixels) in separate passes or layers and then combine the resulting 2D images into a single, final image called the composite. Compositing is used extensively in film when combining computer-rendered image elements with live footage. Alpha blending is also used in 2D computer graphics to put rasterized foreground elements over a background. In order to combine the picture elements of the images correctly, it is necessary to keep an associated '' matte'' for each element in addition to its color. This matte layer contains the coverage information—the shape of the geometry being drawn—making it possible to distinguish between parts of the image where something was drawn and parts that are empty. Although the most basic operation of combining two images is ...
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Image Mask
In computer science, a mask or bitmask is data that is used for bitwise operations, particularly in a bit field. Using a mask, multiple bits in a byte, nibble, word, etc. can be set either on or off, or inverted from on to off (or vice versa) in a single bitwise operation. An additional use of masking involves predication in vector processing, where the bitmask is used to select which element operations in the vector are to be executed (mask bit is enabled) and which are not (mask bit is clear). Common bitmask functions Masking bits to 1 To turn certain bits on, the bitwise OR operation can be used, following the principle that for an individual bit Y, Y OR 1 = 1 and Y OR 0 = Y. Therefore, to make sure a bit is on, OR can be used with a 1. To leave a bit unchanged, OR is used with a 0. Example: Masking ''on'' the higher nibble (bits 4, 5, 6, 7) while leaving the lower nibble (bits 0, 1, 2, 3) unchanged. 10010101 10100101 OR 11110000 11110000 = 11110101 1111 ...
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Order-independent Transparency
Order-independent transparency (OIT) is a class of techniques in rasterization, rasterisational computer graphics for rendering Transparency (graphic), transparency in a 3D scene, which do not require rendering geometry in sorted order for alpha compositing. Description Commonly, 3D geometry with transparency is rendered by blending (using alpha compositing) all surfaces into a single buffer (think of this as a canvas). Each surface occludes existing color and adds some of its own color depending on its ''alpha'' value, a ratio of light ''transmittance''. The order in which surfaces are blended affects the total occlusion or ''visibility'' of each surface. For a correct result, surfaces must be blended from farthest to nearest or nearest to farthest, depending on the alpha compositing operation, ''over'' or ''under''. Ordering may be achieved by rendering the geometry in sorted order, for example sorting triangles by depth, but can take a significant amount of time, not always produ ...
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Aliasing
In signal processing and related disciplines, aliasing is a phenomenon that a reconstructed signal from samples of the original signal contains low frequency components that are not present in the original one. This is caused when, in the original signal, there are components at frequency exceeding a certain frequency called Nyquist frequency, f_s / 2, where f_s is the sampling frequency ( undersampling). This is because typical reconstruction methods use low frequency components while there are a number of frequency components, called aliases, which sampling result in the identical sample. It also often refers to the distortion or artifact that results when a signal reconstructed from samples is different from the original continuous signal. Aliasing can occur in signals sampled in time, for instance in digital audio or the stroboscopic effect, and is referred to as temporal aliasing. Aliasing in spatially sampled signals (e.g., moiré patterns in digital images) is referre ...
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Texture Mapping
Texture mapping is a term used in computer graphics to describe how 2D images are projected onto 3D models. The most common variant is the UV unwrap, which can be described as an inverse paper cutout, where the surfaces of a 3D model are cut apart so that it can be unfolded into a 2D coordinate space (UV Space). Semantic Texture mapping can both refer to the task of unwrapping a 3D model, the abstract that a 3D model has textures applied to it and the related algorithm of the 3D software. Texture map refers to a Raster graphics also called image, texture. If the texture stores a specific property it's also referred to as color map, roughness map, etc. The coordinate space which converts from the 3D space of a 3D model into a 2D space so that it can sample from the Texture map is called: UV Space, UV Coordinates, Texture Space. Algorithm A simplified explanation of how an algorithm could work to render an image: # For each pixel we trace the coordinates of the screen ...
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Video Game
A video game or computer game is an electronic game 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 from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with Sound, audio complement delivered through loudspeaker, speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides Touch, tactile sensations). Some video games also allow microphone and webcam inputs for voice chat in online gaming, in-game chatting and video game livestreaming, livestreaming. Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and PC game, comp ...
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Microsoft Developer Network
Microsoft Developer Network (MSDN) was the division of Microsoft responsible for managing the firm's relationship with developers and testers, such as hardware developers interested in the operating system (OS), and software developers developing on the various OS platforms or using the API or scripting languages of Microsoft's applications. The relationship management was situated in assorted media: web sites, newsletters, developer conferences, trade media, blogs and DVD distribution. Starting in January 2020, the website was fully integrated with Microsoft Docs (itself integrated into Microsoft Learn in 2022). Websites MSDN's primary web presence at ''msdn.microsoft.com'' was a collection of sites for the developer community that provided information, documentation, and discussion that was authored both by Microsoft and by the community at large. Microsoft later began placing emphasis on incorporation of forums, blogs, library annotations and social bookmarking to make MSD ...
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Multisampling
Multisample anti-aliasing (MSAA) is a type of spatial anti-aliasing, a technique used in computer graphics to remove jaggies. It is an optimization of supersampling, where only the necessary parts are sampled more. Jaggies are only noticed in a small area, so the area is quickly found, and only that is anti-aliased. Definition The term generally refers to a special case of supersampling. Initial implementations of full-scene anti-aliasing (FSAA) worked conceptually by simply rendering a scene at a higher resolution, and then downsampling to a lower-resolution output. Most modern GPUs are capable of this form of anti-aliasing, but it greatly taxes resources such as texture, bandwidth, and fillrate. (If a program is highly TCL-bound or CPU-bound, supersampling can be used without much performance hit.) According to the OpenGL GL_ARB_multisample specification, "multisampling" refers to a specific optimization of supersampling. The specification dictates that the renderer evaluate ...
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Bitwise AND
In computer programming, a bitwise operation operates on a bit string, a bit array or a binary numeral (considered as a bit string) at the level of its individual bits. It is a fast and simple action, basic to the higher-level arithmetic operations and directly supported by the processor. Most bitwise operations are presented as two-operand instructions where the result replaces one of the input operands. On simple low-cost processors, typically, bitwise operations are substantially faster than division, several times faster than multiplication, and sometimes significantly faster than addition. While modern processors usually perform addition and multiplication just as fast as bitwise operations due to their longer instruction pipelines and other architectural design choices, bitwise operations do commonly use less power because of the reduced use of resources. Bitwise operators In the explanations below, any indication of a bit's position is counted from the right (least sig ...
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