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Shadow Volume
Shadow volume is a technique used in 3D computer graphics to add shadows to a rendered scene. It was first proposed by Frank Crow in 1977 as the geometry describing the 3D shape of the region occluded from a light source. A shadow volume divides the virtual world in two: areas that are in shadow and areas that are not. The stencil buffer implementation of shadow volumes is generally considered among the most practical general purpose real-time shadowing techniques for use on modern 3D graphics hardware. It has been popularized by the video game '' Doom 3'', and a particular variation of the technique used in this game has become known as Carmack's Reverse. Shadow volumes have become a popular tool for real-time shadowing, alongside the more venerable shadow mapping. The main advantage of shadow volumes is that they are accurate to the pixel (though many implementations have a minor self-shadowing problem along the silhouette edge, see ''construction'' below), whereas the accura ...
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Depth Buffer
A z-buffer, also known as a depth buffer, is a type of data buffer used in computer graphics to store the depth information of fragments. The values stored represent the distance to the camera, with 0 being the closest. The encoding scheme may be flipped with the highest number being the value closest to camera. In a 3D-rendering pipeline, when an object is projected on the screen, the depth (z-value) of a generated fragment in the projected screen image is compared to the value already stored in the buffer (depth test), and replaces it if the new value is closer. It works in tandem with the rasterizer, which computes the colored values. The fragment output by the rasterizer is saved if it is not overlapped by another fragment. Z-buffering is a technique used in almost all contemporary computers, laptops, and mobile phones for generating 3D computer graphics. The primary use now is for video games, which require fast and accurate processing of 3D scenes. Usage Occlusion ...
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GeForce
GeForce is a brand of graphics processing units (GPUs) designed by Nvidia and marketed for the performance market. As of the GeForce 50 series, there have been nineteen iterations of the design. In August 2017, Nvidia stated that "there are over 200 million GeForce gamers". The first GeForce products were discrete GPUs designed for add-on graphics boards, intended for the high-margin PC gaming market, and later diversification of the product line covered all tiers of the PC graphics market, ranging from cost-sensitive GPUs integrated on motherboards to mainstream add-in retail boards. Most recently, GeForce technology has been introduced into Nvidia's line of embedded application processors, designed for electronic handhelds and mobile handsets. With respect to discrete GPUs, found in add-in graphics-boards, Nvidia's GeForce and AMD's Radeon GPUs are the only remaining competitors in the high-end market. GeForce GPUs are very dominant in the general-purpose graphics proces ...
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NVIDIA
Nvidia Corporation ( ) is an American multinational corporation and technology company headquartered in Santa Clara, California, and incorporated in Delaware. Founded in 1993 by Jensen Huang (president and CEO), Chris Malachowsky, and Curtis Priem, it designs and supplies graphics processing units (GPUs), application programming interfaces (APIs) for data science and high-performance computing, and system on a chip units (SoCs) for mobile computing and the automotive market. Nvidia is also a leading supplier of artificial intelligence (AI) hardware and software. Nvidia outsources the manufacturing of the hardware it designs. Nvidia's professional line of GPUs are used for edge-to-cloud computing and in supercomputers and workstations for applications in fields such as architecture, engineering and construction, media and entertainment, automotive, scientific research, and manufacturing design. Its GeForce line of GPUs are aimed at the consumer market and are used in ap ...
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Mark Kilgard
Mark J. Kilgard is a graphics software engineer working at Nvidia. Prior to joining Nvidia, Mark Kilgard worked at Compaq and Silicon Graphics. While at Silicon Graphics, he authored the OpenGL Utility Toolkit, better known as GLUT, to make it easy to write OpenGL-based 3D examples and demos. The primary reason for this was the lack of a windowing and input API with OpenGL using GLX. Mark Kilgard wrote and released many OpenGL technical sample programs during the pushback against Microsoft's competitive FUD against the API, and his GLUT toolkit (ported to Windows by Nate Robins) allowed these examples to run cross platform on Windows PC systems as well as SGI workstations. At Nvidia, Mark Kilgard has helped design important parts of 3D graphics APIs. He has written key whitepapers, including " Cg in Two Pages". He is the lead author of thNV path renderingextension—a GPU-accelerated method for rendering vector graphics.
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Viewing Frustum
In 3D computer graphics, a viewing frustum or view frustum is the region of space in the modeled world that may appear on the screen; it is the field of view of a perspective virtual camera system. The view frustum is typically obtained by taking a geometrical frustum—that is a truncation with parallel planes—of the pyramid of vision, which is the adaptation of (idealized) '' cone of vision'' that a camera or eye would have to the rectangular viewports typically used in computer graphics. Some authors use ''pyramid of vision'' as a synonym for view frustum itself, i.e. consider it truncated. The exact shape of this region varies depending on what kind of camera lens is being simulated, but typically it is a frustum of a rectangular pyramid (hence the name). The planes that cut the frustum perpendicular to the viewing direction are called the ''near plane'' and the ''far plane''. Objects closer to the camera than the near plane or beyond the far plane are not drawn. Somet ...
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Homogeneous Coordinates
In mathematics, homogeneous coordinates or projective coordinates, introduced by August Ferdinand Möbius in his 1827 work , are a system of coordinates used in projective geometry, just as Cartesian coordinates are used in Euclidean geometry. They have the advantage that the coordinates of points, including points at infinity, can be represented using finite coordinates. Formulas involving homogeneous coordinates are often simpler and more symmetric than their Cartesian counterparts. Homogeneous coordinates have a range of applications, including computer graphics and 3D computer vision, where they allow affine transformations and, in general, projective transformations to be easily represented by a matrix. They are also used in fundamental elliptic curve cryptography algorithms. If homogeneous coordinates of a point are multiplied by a non-zero scalar then the resulting coordinates represent the same point. Since homogeneous coordinates are also given to points at infini ...
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Exclusive Disjunction
Exclusive or, exclusive disjunction, exclusive alternation, logical non-equivalence, or Logical_equality#Inequality, logical inequality is a Logical connective, logical operator whose negation is the logical biconditional. With two inputs, XOR is true if and only if the inputs differ (one is true, one is false). With multiple inputs, XOR is true if and only if the number of true inputs is Parity (mathematics), odd. It gains the name "exclusive or" because the meaning of "or" is ambiguous when both operands are true. XOR ''excludes'' that case. Some informal ways of describing XOR are "one or the other but not both", "either one or the other", and "A or B, but not A and B". It is Table of logic symbols, symbolized by the prefix operator J Translated as and by the infix operators XOR (, , or ), EOR, EXOR, \dot, \overline, \underline, ⩛, \oplus, \nleftrightarrow, and \not\equiv. Definition The truth table of A\nleftrightarrow B shows that it outputs true whenever the inpu ...
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Environmental Audio Extensions
The Environmental Audio Extensions (or EAX) are a number of digital signal processing presets for audio, present in Creative Technology Sound Blaster sound cards starting with the Sound Blaster Live and the Creative NOMAD/Creative ZEN product lines. Due to the release of Windows Vista in 2007, which deprecated the DirectSound3D API that EAX was based on, Creative discouraged EAX implementation in favour of its OpenAL-based EFX equivalent – though at that point relatively few games used the API. Technology EAX is a library of extensions to Microsoft's DirectSound3D, itself an extension to DirectSound introduced with DirectX 3 in 1996 with the intention to standardize 3D audio for Microsoft Windows, adding environmental audio presets to DS3D's audio positioning. Ergo, the aim of EAX has nothing to do with 3D audio positioning, this is usually done by a sound library like DirectSound3D or OpenAL. Rather, EAX can be seen as a library of sound effects written and compiled to be ...
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Id Software
id Software LLC () is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: game programmer, programmers John Carmack and John Romero, game designer Tom Hall, and artist Adrian Carmack. id Software made important technological developments in video game technologies for the IBM PC compatible, PC (running MS-DOS and Microsoft Windows, Windows), including work done for the ''Wolfenstein'', ''Doom (franchise), Doom'', and ''Quake (series), Quake'' franchises at the time. id's work was particularly important in 3D computer graphics technology and in game engines that are used throughout the video game industry. The company was involved in the creation of the first-person shooter (FPS) genre: ''Wolfenstein 3D'' is often considered to be the first true FPS; ''Doom (1993 video game), Doom'' is a game that popularized the genre and PC gaming in general; and ''Quake (video game), Quake'' was id' ...
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John D
John is a common English name and surname: * John (given name) * John (surname) John may also refer to: New Testament Works * Gospel of John, a title often shortened to John * First Epistle of John, often shortened to 1 John * Second Epistle of John, often shortened to 2 John * Third Epistle of John, often shortened to 3 John People * John the Baptist (died ), regarded as a prophet and the forerunner of Jesus Christ * John the Apostle (died ), one of the twelve apostles of Jesus Christ * John the Evangelist, assigned author of the Fourth Gospel, once identified with the Apostle * John of Patmos, also known as John the Divine or John the Revelator, the author of the Book of Revelation, once identified with the Apostle * John the Presbyter, a figure either identified with or distinguished from the Apostle, the Evangelist and John of Patmos Other people with the given name Religious figures * John, father of Andrew the Apostle and Saint Peter * Pope Jo ...
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Creative Technology Ltd
Creative Technology Ltd., or Creative Labs Pte Ltd., is a Singaporean multinational electronics company mainly dealing with audio technologies and products such as speakers, headphones, sound cards and other digital media. Founded by Sim Wong Hoo, Creative was highly influential in the advancement of PC audio in the 1990s following the introduction of its Sound Blaster card and technologies; the company continues to develop Sound Blaster products including embedding them within partnered mainboard manufacturers and laptops. The company also has overseas offices in Shanghai, Tokyo, Dublin and the Silicon Valley. Creative Technology has been listed on the Singapore Exchange (SGX) since 1994. History 1981–1996 Creative Technology was founded in 1981 by childhood friends and Ngee Ann Polytechnic schoolmates Sim Wong Hoo and Ng Kai Wa. Originally a computer repair shop in Pearl's Centre in Chinatown, Singapore, Chinatown, the company eventually developed an add-on memory bo ...
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