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Shading Language
A shading language is a graphics programming language adapted to programming shader effects (characterizing surfaces, volumes, and objects). Such language forms usually consist of special data types, like "vector", "matrix", "color" and " normal". Due to the variety of target markets for 3D computer graphics, different shading languages have been developed. Offline rendering Shading languages used in offline rendering produce maximum image quality. Material properties are totally abstracted, little programming skill and no hardware knowledge is required. These kind of shaders are often developed by artists to get the right "look", just as texture mapping, lighting and other facets of their work. Processing such shaders is time-consuming. The computational power required can be expensive because of their ability to produce photorealistic results. Most of the time, production rendering is run on large computer clusters. RenderMan Shading Language The RenderMan Shading Language ...
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Programming Language
A programming language is a system of notation for writing computer programs. Most programming languages are text-based formal languages, but they may also be graphical. They are a kind of computer language. The description of a programming language is usually split into the two components of syntax (form) and semantics (meaning), which are usually defined by a formal language. Some languages are defined by a specification document (for example, the C programming language is specified by an ISO Standard) while other languages (such as Perl) have a dominant Programming language implementation, implementation that is treated as a reference implementation, reference. Some languages have both, with the basic language defined by a standard and extensions taken from the dominant implementation being common. Programming language theory is the subfield of computer science that studies the design, implementation, analysis, characterization, and classification of programming lan ...
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Open Shading Language
Open Shading Language (OSL) is a shading language developed by Sony Pictures Imageworks for use in its Arnold Renderer. It is also supported by Illumination Research's 3Delight renderer, Otoy's Octane Render, V-Ray 3, Redshift (from April 2021), and the Cycles render engine in Blender (starting with Blender 2.65). OSL's surface and volume shaders define how surfaces or volumes scatter light in a way that allows for importance sampling; thus, it is well suited for physically based renderers that support ray tracing and global illumination. In RenderMan, OSL is also an important module. It is modified there for better Intel AVX2 and AVX-512 advanced vector extension support with doubled performance. SIMD OSL is the product of this Development for Intel SIMD AVX2 and AVX-512 Hardware (Haswell and newer). AMD CPU Hardware with AVX2 support like Ryzen with Zen Architecture can also use this extension. Future release 1.12 will support C++14 as default, but also newer C++17 and ...
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Vertex Pipeline
The function of the vertex pipeline in any GPU is to take geometry data (usually supplied as vector points), work with it if needed with either fixed function processes (earlier DirectX), or a vertex shader program (later DirectX), and create all of the 3D data points in a scene to a 2D plane for display on a computer monitor. It is possible to eliminate unneeded data from going through the rendering pipeline to cut out extraneous work (called view volume clipping and backface culling). After the vertex engine is done working with the geometry, all the 2D calculated data is sent to the pixel engine for further processing such as texturing and fragment shading. As of DirectX 9c, the vertex processor is able to do the following by programming the vertex processing under the Direct X API: * Displacement mapping Displacement mapping is an alternative computer graphics technique in contrast to bump, normal, and parallax mapping, using a texture or height map to cause an effect ...
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GLSL
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 in ...
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ARB Assembly Language
ARB assembly language is a low-level shading language, which can be characterized as an assembly language. It was created by the OpenGL Architecture Review Board (ARB) to standardize GPU instructions controlling the hardware graphics pipeline. History Texas Instruments created the first programmable graphics processor in 1985: the TMS34010, which allowed developers to load and execute code on the processor to control pixel output on a video display. This was followed by the TMS34020 and TMS34082 in 1989, providing programmable 3D graphics output. NVIDIA released its first video card NV1 in 1995, which supported quadratic texture mapping. This was followed by the Riva 128 (NV3) in 1997, providing the first hardware acceleration for Direct3D. Various video card vendors released their own accelerated boards, each with their own instruction set for GPU operations. The OpenGL Architecture Review Board (ARB) was formed in 1992, in part to establish standards for the GPU industry. ...
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OpenGL Architecture Review Board
The OpenGL Architecture Review Board (ARB) was an industry consortium that governed the OpenGL specification. It was formed in 1992, and defined the conformance tests, approved the OpenGL specification and advanced the standard. On July 31, 2006, it was announced that the ARB voted to transfer control of the OpenGL specification to Khronos Group. Voting members included 3Dlabs, Apple, ATI, Dell, IBM, Intel, Nvidia, SGI and Sun Microsystems, plus other contributing members. Microsoft was an original voting member, but left in March 2003. See also * OpenGL * GLSL * Khronos Group * ARB assembly language ARB assembly language is a low-level shading language, which can be characterized as an assembly language. It was created by the OpenGL Architecture Review Board (ARB) to standardize GPU instructions controlling the hardware graphics pipeline. Hi ... References External links * http://www.opengl.org/about/arb/ — The official page for the OpenGL ARB {{Authority contr ...
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GPGPU
General-purpose computing on graphics processing units (GPGPU, or less often GPGP) is the use of a graphics processing unit (GPU), which typically handles computation only for computer graphics, to perform computation in applications traditionally handled by the central processing unit (CPU). The use of multiple video cards in one computer, or large numbers of graphics chips, further parallelizes the already parallel nature of graphics processing. Essentially, a GPGPU pipeline is a kind of parallel processing between one or more GPUs and CPUs that analyzes data as if it were in image or other graphic form. While GPUs operate at lower frequencies, they typically have many times the number of cores. Thus, GPUs can process far more pictures and graphical data per second than a traditional CPU. Migrating data into graphical form and then using the GPU to scan and analyze it can create a large speedup. GPGPU pipelines were developed at the beginning of the 21st century for graph ...
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Compute Shader
In computing, a compute kernel is a routine compiled for high throughput accelerators (such as graphics processing units (GPUs), digital signal processors (DSPs) or field-programmable gate arrays (FPGAs)), separate from but used by a main program (typically running on a central processing unit). They are sometimes called compute shaders, sharing execution units with vertex shaders and pixel shaders on GPUs, but are not limited to execution on one class of device, or graphics APIs. Description Compute kernels roughly correspond to inner loops when implementing algorithms in traditional languages (except there is no implied sequential operation), or to code passed to internal iterators. They may be specified by a separate programming language such as " OpenCL C" (managed by the OpenCL API), as "compute shaders" written in a shading language (managed by a graphics API such as OpenGL), or embedded directly in application code written in a high level language, as in the case ...
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Stream Processing
In computer science, stream processing (also known as event stream processing, data stream processing, or distributed stream processing) is a programming paradigm which views data streams, or sequences of events in time, as the central input and output objects of computation. Stream processing encompasses dataflow programming, reactive programming, and distributed data processing. Stream processing systems aim to expose parallel processing for data streams and rely on streaming algorithms for efficient implementation. The software stack for these systems includes components such as programming models and query languages, for expressing computation; stream management systems, for distribution and scheduling; and hardware components for acceleration including floating-point units, graphics processing units, and field-programmable gate arrays. The stream processing paradigm simplifies parallel software and hardware by restricting the parallel computation that can be performed. G ...
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Graphics Processing Unit
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 ...
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Real-time Rendering
Real-time computer graphics or real-time rendering is the sub-field of computer graphics focused on producing and analyzing images in real time. The term can refer to anything from rendering an application's graphical user interface ( GUI) to real-time image analysis, but is most often used in reference to interactive 3D computer graphics, typically using a graphics processing unit (GPU). One example of this concept is a video game that rapidly renders changing 3D environments to produce an illusion of motion. Computers have been capable of generating 2D images such as simple lines, images and polygons in real time since their invention. However, quickly rendering detailed 3D objects is a daunting task for traditional Von Neumann architecture-based systems. An early workaround to this problem was the use of sprites, 2D images that could imitate 3D graphics. Different techniques for rendering now exist, such as ray-tracing and rasterization. Using these techniques and adv ...
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