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  2. Deferred shading - Wikipedia

    en.wikipedia.org/wiki/Deferred_shading

    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 affects. This gives the ability to render many lights in a scene without a significant performance hit. [5] There are some other advantages claimed for ...

  3. G2A - Wikipedia

    en.wikipedia.org/wiki/G2A

    Yes. Registration. Yes. Users. 20 million (as of 2020) G2A.COM Limited (commonly referred to as G2A) is a digital marketplace headquartered in the Netherlands, [1] [2] with offices in Poland and Hong Kong. [3] [4] The site operates in the resale of gaming offers and others digital items by the use of redemption keys.

  4. High-Level Shader Language - Wikipedia

    en.wikipedia.org/wiki/High-Level_Shader_Language

    The High-Level Shader Language [1] or High-Level Shading Language [2] ( HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher. HLSL is analogous to the GLSL shading ...

  5. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    The compiled programs are executed on the GPU. 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 ...

  6. Paul Mescal Bulked Up for ‘Gladiator 2’ but Didn ... - AOL

    www.aol.com/paul-mescal-bulked-gladiator-2...

    Paul Mescal revealed to Vanity Fair as part of the first look at “Gladiator II” that he was offered the sequel’s leading role after meeting director Ridley Scott for only a half-hour. The ...

  7. Unified shader model - Wikipedia

    en.wikipedia.org/wiki/Unified_shader_model

    The unified shader model uses the same hardware resources for both vertex and fragment processing. In the field of 3D computer graphics, the unified shader model (known in Direct3D 10 as "Shader Model 4.0") refers to a form of shader hardware in a graphical processing unit (GPU) where all of the shader stages in the rendering pipeline (geometry, vertex, pixel, etc.) have the same capabilities.

  8. Mystery fundraising firm takes in millions from the Trump ...

    www.aol.com/news/mystery-fundraising-firm-takes...

    The joint fundraising committee has spent nearly $2.8 million with Launchpad Strategies, according to campaign finance records current through April. Little is known about Launchpad Strategies LLC ...

  9. Physically based rendering - Wikipedia

    en.wikipedia.org/wiki/Physically_based_rendering

    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 ...

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