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  2. Bloom (shader effect) - Wikipedia

    en.wikipedia.org/wiki/Bloom_(shader_effect)

    Bloom (sometimes referred to as light bloom or glow) is a computer graphics effect used in video games, demos, and high-dynamic-range rendering (HDRR) to reproduce an imaging artifact of real-world cameras. The effect produces fringes (or feathers) of light extending from the borders of bright areas in an image, contributing to the illusion of ...

  3. List of common shading algorithms - Wikipedia

    en.wikipedia.org/wiki/List_of_common_shading...

    Realistic The illumination models listed here attempt to model the perceived brightness of a surface or a component of the brightness in a way that looks realistic. Some take physical aspects into consideration, like for example the Fresnel equations, microfacets, the rendering equation and subsurface scattering .

  4. Fifty Shades of Grey - Wikipedia

    en.wikipedia.org/wiki/Fifty_Shades_of_Grey

    Fifty Shades of Grey is a 2011 erotic romance novel by British author E. L. James. [1] It became the first installment in the Fifty Shades novel series that follows the deepening relationship between a college graduate, Anastasia Steele, and a young business magnate, Christian Grey. It contains explicitly erotic scenes featuring elements of sexual practices involving BDSM ( bondage ...

  5. List of tz database time zones - Wikipedia

    en.wikipedia.org/wiki/List_of_tz_database_time_zones

    List of tz database time zones The tz database partitions the world into regions where local clocks all show the same time. This map was made by combining version 2023d with OpenStreetMap data, using open source software. [1]

  6. Shading language - Wikipedia

    en.wikipedia.org/wiki/Shading_language

    A shading language is a graphics programming language adapted to programming shader effects. Shading languages usually consist of special data types like "vector", "matrix", "color" and "normal".

  7. Deferred shading - Wikipedia

    en.wikipedia.org/wiki/Deferred_shading

    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 .

  8. 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 ...

  9. Shades of red - Wikipedia

    en.wikipedia.org/wiki/Shades_of_red

    Varieties of the color red may differ in hue, chroma (also called saturation, intensity, or colorfulness) or lightness (or value, tone, or brightness ), or in two or three of these qualities. Variations in value are also called tints and shades, a tint being a red or other hue mixed with white, a shade being mixed with black. A large selection of these various colors are shown below.