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Deferred Shading
In the field of 3D computer graphics, deferred shading is a screen-space shading technique that is performed on a second Rendering (computer graphics), rendering pass, after the vertex and pixel shaders are rendered. It was first suggested by Michael Deering in 1988. On the first pass of a deferred shader, only data that is required for shading computation is gathered. Positions, normals, and materials for each surface are rendered into the geometry buffer (G-buffer) using "render to texture". After this, a pixel shader computes the direct and indirect lighting at each pixel using the information of the texture buffers in screen space. Screen space directional occlusion can be made part of the deferred shading pipeline to give directionality to shadows and interreflections. Advantages The primary advantage of deferred shading is the decoupling of scene geometry from lighting. Only one geometry pass is required, and each light is only computed for those pixels that it actually ...
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Deferred Rendering Pass Col
Defer may refer to: * Defer Elementary School, a Michigan State Historic Site * Deference, the acknowledgement of the legitimacy of the power of one's superior or superiors * Deferral, the delaying of the realization of an asset or liability until a future date See also * DeFer Defer may refer to: * Defer Elementary School, a Michigan State Historic Site * Deference, the acknowledgement of the legitimacy of the power of one's superior or superiors * Deferral In accounting, a deferral is any account where the income ... * Differ (other) {{disambig ...
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Transparency (graphic)
Transparency in computer graphics is possible in a number of file formats. The term " transparency" is used in various ways by different people, but at its simplest there is "full transparency" i.e. something that is completely invisible. Only part of a graphic should be fully transparent, or there would be nothing to see. More complex is "partial transparency" or "translucency" where the effect is achieved that a graphic is partially transparent in the same way as colored glass. Since ultimately a printed page or computer or television screen can only be one color at a point, partial transparency is always simulated at some level by mixing colors. There are many different ways to mix colors, so in some cases transparency is ambiguous. In addition, transparency is often an "extra" for a graphics format, and some graphics programs will ignore the transparency. Raster file formats that support transparency include GIF, PNG, WebP, BMP, TIFF, TGA and JPEG 2000, through e ...
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Fast Approximate Anti-aliasing
Fast approximate anti-aliasing (FXAA) is a screen-space anti-aliasing algorithm created by Timothy Lottes at Nvidia. FXAA 3 is released under a public domain license. A later version, FXAA 3.11, is released under a 3-clause BSD license. Algorithm description # The input data is the rendered image and optionally the luminance data. # Acquire the luminance data. This data could be passed into the FXAA algorithm from the rendering step as an alpha channel embedded into the image to be antialiased, calculated from the rendered image, or approximated by using the green channel as the luminance data. # Find high contrast pixels by using a high pass filter that uses the luminance data. Low contrast pixels that are found are excluded from being further altered by FXAA. The high pass filter that excludes low contrast pixels can be tuned to balance speed and sensitivity. # Use contrast between adjacent pixels to heuristically find edges, and determine whether the edges are in the horizon ...
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Dragon Age II
''Dragon Age II'' is a 2011 Action role-playing game, action role-playing video game developed by BioWare and published by Electronic Arts (EA). It is the second major game in the ''Dragon Age'' series and the successor to ''Dragon Age: Origins'' (2009). Set in the world of Thedas, players assume the role of Hawke (Dragon Age), Hawke, a human mage, rogue, or warrior who arrives in the city of Kirkwall as a lowly refugee, and becomes its legendary champion over a turbulent decade of political and social conflict. In the game, players explore and engage in combat from a third-person perspective. Players encounter various companions, who play major roles in the game's plot and gameplay. Depending on players' decisions and dialogue, a companion will either recognize Hawke as a friend or a rival. BioWare began the game's development during the production of ''Origins''s expansion pack ''Dragon Age: Origins – Awakening, Awakening''. EA gave them only 16 months to finish the game's d ...
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Killzone 3
''Killzone 3'' is a 2011 first-person shooter video game for the PlayStation 3, developed by Guerrilla Games and published by Sony Computer Entertainment. It is the fourth installment in the ''Killzone'' series, the first game in the series to be presented in stereoscopic 3D, and the first to include motion controls using the PlayStation Move. It is a direct sequel to '' Killzone 2''. It was released worldwide in February 2011 to positive reviews. Gameplay The gameplay strongly resembles that of '' Killzone 2'' albeit with several tweaks and changes. Similar to the first '' Killzone'', the game takes place in various harsh environments such as Arctic landscapes, a lethal alien jungle, nuclear wastelands as well as space battles rather than only the city-scape environments which were present in ''Killzone 2''. Another notable new feature is the ability to use jet packs in the game, which were also used in '' Killzone: Liberation''. The game also features a revamped close comb ...
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Gustave Eiffel University
Gustave Eiffel University () is a public university located throughout Metropolitan France. The university's namesake is French engineer, Gustave Eiffel. Gustave Eiffel University is known for its civil engineering and urban planning research. History Gustave Eiffel University was created by a French government decree, and was founded on 1 January 2020. It is the result of a merger of the École d'Architecture Marne-la-Vallée, the École des ingénieurs de la Ville de Paris, the École Nationale des Sciences Géographiques, the École Supérieure d'Ingénieurs en Électrotechnique et Électronique Paris, the French Institute of Science and Technology for Transport, Development and Networks, and the former University of Paris-Est Marne-la-Vallée. The merger was decided upon despite initial opposition of unions representing UPEM workers. Academics Gustave Eiffel University offers bachelors, vocational bachelors, and masters degrees in many fields ranging from arts and h ...
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Intel
Intel Corporation is an American multinational corporation and technology company headquartered in Santa Clara, California, and Delaware General Corporation Law, incorporated in Delaware. Intel designs, manufactures, and sells computer components such as central processing units (CPUs) and related products for business and consumer markets. It is one of the world's List of largest semiconductor chip manufacturers, largest semiconductor chip manufacturers by revenue, and ranked in the Fortune 500, ''Fortune'' 500 list of the List of largest companies in the United States by revenue, largest United States corporations by revenue for nearly a decade, from 2007 to 2016 Fiscal year, fiscal years, until it was removed from the ranking in 2018. In 2020, it was reinstated and ranked 45th, being the List of Fortune 500 computer software and information companies, 7th-largest technology company in the ranking. It was one of the first companies listed on Nasdaq. Intel supplies List of I ...
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MLAA
Morphological antialiasing (MLAA) is a technique for minimizing the distortion artifacts known as aliasing when representing a high-resolution image at a lower resolution. Contrary to multisample anti-aliasing (MSAA), which does not work for deferred rendering, MLAA is a post-process filtering which detects borders in the resulting image and then finds specific patterns in these. Anti-aliasing is achieved by blending pixels in these borders, according to the pattern they belong to and their position within the pattern. Enhanced subpixel morphological antialiasing, or SMAA, is an image-based GPU-based implementation of MLAA developed by Universidad de Zaragoza and Crytek. See also * Fast approximate anti-aliasing * Multisample anti-aliasing * Anisotropic filtering * Temporal anti-aliasing * Spatial anti-aliasing In digital signal processing, spatial anti-aliasing is a technique for minimizing the distortion artifacts (aliasing) when representing a high-resolution image at ...
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Edge Detection
Edge or EDGE may refer to: Technology Computing * Edge computing, a network load-balancing system * Edge device, an entry point to a computer network * Adobe Edge, a graphical development application * Microsoft Edge, a web browser developed by Microsoft * Microsoft Edge Legacy, a discontinued web browser developed by Microsoft * EdgeHTML, the layout engine used in Microsoft Edge Legacy * ThinkPad Edge, a Lenovo laptop computer series marketed from 2010 * Silhouette edge, in computer graphics, a feature of a 3D body projected onto a 2D plane * Explicit data graph execution, a computer instruction set architecture Telecommunication(s) * EDGE (telecommunication), a 2G digital cellular communications technology * Edge Wireless, an American mobile phone provider * Motorola Edge series, a series of smartphones made by Motorola * Samsung Galaxy Note Edge, a phablet made by Samsung * Samsung Galaxy S7 Edge or Samsung Galaxy S6 Edge, smartphones made by Samsung * Ubuntu Edg ...
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Spatial Anti-aliasing
In digital signal processing, spatial anti-aliasing is a technique for minimizing the distortion artifacts (aliasing) when representing a high-resolution image at a lower resolution. Anti-aliasing is used in digital photography, computer graphics, digital audio, and many other applications. Anti-aliasing means removing signal components that have a higher frequency than is able to be properly resolved by the recording (or sampling) device. This removal is done before (re)sampling at a lower resolution. When sampling is performed without removing this part of the signal, it causes undesirable artifacts such as black-and-white noise. In signal acquisition and audio, anti-aliasing is often done using an analog anti-aliasing filter to remove the out-of-band component of the input signal prior to sampling with an analog-to-digital converter. In digital photography, optical anti-aliasing filters made of birefringent materials smooth the signal in the spatial optical domain. The anti-a ...
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DirectX
Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. Originally, the names of these APIs all began with "Direct", such as Direct3D, DirectDraw, DirectMusic, DirectPlay, DirectSound, and so forth. The name ''DirectX'' was coined as a shorthand term for all of these APIs (the ''X'' standing in for the particular API names) and soon became the name of the collection. When Microsoft later set out to develop a Video game console, gaming console, the ''X'' was used as the basis of the name Xbox (console), Xbox to indicate that the console was based on DirectX technology. The ''X'' initial has been carried forward in the naming of APIs designed for the Xbox such as DirectInput, XInput and the Cross-platform Audio Creation Tool (XACT), while the DirectX pattern has been continued for Windows APIs such as Direct2D and DirectWrite. Direct3D (the 3D graphics A ...
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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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