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  2. How to Train Your Dragon - Wikipedia

    en.wikipedia.org/wiki/How_to_Train_Your_Dragon

    An action adventure video game released by Activision called How to Train Your Dragon was released for the Wii, Xbox 360, and PS3 gaming consoles. It is loosely based on the film and was released on March 23, 2010. A game for Nintendo DS published by Griptonite Games, was also released on March 23, 2010 and published by Activision.

  3. Cel shading - Wikipedia

    en.wikipedia.org/wiki/Cel_shading

    Cel shading or toon shading is a type of non-photorealistic rendering designed to make 3D computer graphics appear to be flat by using less shading color instead of a shade gradient or tints and shades. A cel shader is often used to mimic the style of a comic book or cartoon and/or give the render a characteristic paper-like texture. [ 1]

  4. Shading language - Wikipedia

    en.wikipedia.org/wiki/Shading_language

    DirectX High-Level Shader Language. The High-Level Shading Language (HLSL) is a C-style shader language for DirectX 9 and higher and Xbox game consoles. It is related to Nvidia's Cg, but is only supported by DirectX and Xbox. HLSL programs are compiled into bytecode equivalent of DirectX shader assembly language.

  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. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    Shaders are simple programs that describe the traits of either a vertex or a pixel. Vertex shaders describe the attributes (position, texture coordinates, colors, etc.) of a vertex, while pixel shaders describe the traits (color, z-depth and alpha value) of a pixel. A vertex shader is called for each vertex in a primitive (possibly after ...

  7. Deferred shading - Wikipedia

    en.wikipedia.org/wiki/Deferred_shading

    In the field of 3D computer graphics, deferred shading is a screen-space shading technique that is performed on a second rendering pass, after the vertex and pixel shaders are rendered. [2] It was first suggested by Michael Deering in 1988. [3] On the first pass of a deferred shader, only data that is required for shading computation is gathered.

  8. Even if your kids roll their eyes, keep making jokes ...

    www.aol.com/research-shows-just-important-humor...

    More than a laugh. Yes, humor can get your family laughing, but it also serves a lot of important functions in parenting, Levi said. “It sort of forces you to react differently, which opens up ...

  9. 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 ...