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Computer graphics rendering technique
computer graphics, per-pixel lighting refers to any technique for lighting an image or scene that calculates illumination for each pixel on a rendered image
Per-pixel_lighting
Video game engine
entirely dynamic per-pixel lighting and shadow volumes, whereas previously, 3D engines had relied primarily on pre-calculated per-vertex lighting or lightmaps
Id_Tech_4
This is a sortable list of first-person shooter engines. List of free first-person shooters List of game engines First-person shooter engine
List of first-person shooter engines
List_of_first-person_shooter_engines
graphics lighting Image-based lighting Per-pixel lighting Per-vertex lighting Unified lighting and shadowing Volumetric lighting Cove lighting Electric
List_of_types_of_lighting
GPU for mobile devices, used by Nintendo on their 3DS consoles
Some MAESTRO-2G extensions include, per-pixel lighting (where the lighting is calculated per pixel instead of per vertex), procedural texture generation
PICA200
Procedure to convert 3D scenes to 2D images
distinctiveness. Each fragment corresponds to one pixel in the frame buffer and this corresponds to one pixel of the screen. These can be colored (and possibly
Graphics_pipeline
Software game engine
and pixel shaders. It acquired support for manually written shaders in 2005. However, users have been slow to leverage modern per-pixel lighting techniques
Panda3D
Simulation of light in computer graphics
gives each particle, to make the effect realistic and non-uniform. Per-pixel lighting Computer graphics "Light: The art of exposure". GarageFarm. 2020-11-11
Computer_graphics_lighting
3D computer game engine
Game Engine made to support advanced technologies including shaders, per-pixel lighting, and massive terrains. This version of the engine has been ported
Torque_(game_engine)
Directional vector associated with a vertex
support loops, it cannot produce a sharper edge. Specular highlight Per-pixel lighting Henri Gouraud. "Continuous Shading of Curved Surfaces." IEEE Transactions
Vertex_normal
Computer graphics subsystem
very advanced capabilities such as per-pixel lighting, also known as "phong shading", (through the SGIX_fragment_lighting extension) and 48-bit RGBA color
SGI_VPro
Rendering method
shading Progressive meshes Shading Specular reflection Tessellation Per-pixel lighting Shirley, Peter (July 9, 2003). Realistic Ray Tracing. A K Peters/CRC
Ray_tracing_(graphics)
Game engine
physics software for improved real-world physics simulation, dynamic per-pixel lighting, bump mapping, normal mapping, and specular highlighting. Along with
LithTech
Depicting depth with levels of darkness
the normals are interpolated between the vertices and the lighting is evaluated per-pixel. Thus, the specular highlights are computed much more precisely
Shading
First-person shooter series introduced in 2006
of the engine allowed for per-pixel lighting and rendering techniques such as normal mapping, Phong shading, Blinn lighting, virtual displacement mapping
Call_of_Juarez
Process in which video footage is not rendered in real-time
id Tech 4 engine used in Doom 3 allowed bump mapping and dynamic per-pixel lighting, previously only found in pre-rendered videos. Games such as Warcraft
Pre-rendering
1999 video game
of the game which includes 4K resolution, improved shadow mapping, per-pixel lighting, anti-aliasing and missing content that was cut from the original
Shadow_Man_(video_game)
Discontinued game engine
multimaterials, multitexture and texture blending modes, per-pixel lighting, dynamic lighting, mapping modes, GLSL Vertex Paint texture blending, toon
Blender_Game_Engine
Smallest addressable element of a raster image
Pixel counts are also used as measurements, for example 2,400 pixels per inch or 640 pixels per line. The measures "dots per inch" (dpi) and "pixels per
Pixel
2004 video game
features: unified lighting and shadowing, complex animations and scripting that showed real-time with fully dynamic per-pixel lighting and stencil shadowing
Doom_3
2007 video game
utilized within the graphics capabilities of Airborne, including HDRR, per-pixel lighting and dynamic shadows. Because of the non-linear gameplay style of Airborne
Medal_of_Honor:_Airborne
2005 video game
also uses volumetric lighting, lightmapping, and a per-pixel lighting model, which allows for complex lighting effects. Vertex, pixel, and high-level shaders
F.E.A.R._(video_game)
into it. The Editor is capable of per-pixel lighting, bump and specular mapping, real-time lighting and/or baked lighting, particles and other special effects
Dim3
2004 video game
high-resolution textures, 3D models used as architecture in maps, GLSL per-pixel lighting effects, parallax mapping, normal mapping, ragdoll physics using the
Alien_Arena
their time creating richer content for the web. Keyframe animation Per-pixel lighting directional lights, spot lights and point lights Normal mapping Animated
GLGE_(programming_library)
Multi-platform game engine by Square Enix
lighting Lighting, including refraction, reflection, diffuse reflection, specular reflection, volumetric lighting, per-pixel lighting, and per-pixel order-independent
Luminous_Engine
2002 video game
support a four-player split screen mode, and used anti-aliasing and per-pixel lighting to smooth the design of the graphics. Reception Pulse Racer received
Pulse_Racer
2006 first-person shooter video game
the engine also allows for per-pixel lighting and rendering techniques such as normal mapping, Phong shading, Blinn lighting, virtual displacement mapping
Call_of_Juarez_(video_game)
Parallax scrolling Parallel projection Particle system Path tracing Per-pixel lighting Perlin noise Perspective (graphical) Perspective control Perspective
List of computer graphics and descriptive geometry topics
List_of_computer_graphics_and_descriptive_geometry_topics
2005 video game
the combat system. In terms of technology, the game uses per-pixel lighting, volumetric lighting, shaders, anti-aliasing, normal mapping, color mapping
Condemned:_Criminal_Origins
Computer graphics techniques for reusing samples during rendering
primarily to allow more realistic lighting in real-time rendering, because relatively few rays can be traced per pixel while maintaining an acceptable frame
Spatiotemporal reservoir resampling
Spatiotemporal_reservoir_resampling
GPU by Nvidia
increasing the number of fixed pixel pipelines, offloading host geometry calculations to a hardware transform and lighting (T&L) engine, and adding hardware
GeForce_256
Rob (January 10, 2005). "San Andreas dominates 2004 as UK market grows 6.6 per cent". GamesIndustry.biz. Archived from the original on November 9, 2021
2004_in_video_games
Type of video game engine
an entirely dynamic per-pixel lighting, whereas previously, 3D engines had relied primarily on pre-calculated per-vertex lighting or lightmaps and Gouraud
First-person_shooter_engine
Technique for increasing apparent display resolution
bits form a white block, there are, in fact, two bits per pixel: one that activates the pixel's purple left half and the other that activates its green
Subpixel_rendering
Computer game programming engine
In addition to legacy fixed-function pipeline materials, programmable Pixel and Vertex Shaders (1.1 to 3.0 and 4.0 using GLSL), ARB Fragment and Vertex
Irrlicht_Engine
Camera application developed by Google for Pixel devices
The Pixel 2 and Pixel 3 (excluding the Pixel 3a) include the Pixel Visual Core to aid with image processing. The Pixel 4 introduced the Pixel Neural
Pixel_Camera
Digital single-lens reflex camera
24, 25 or 30, 720p at 25 or 30 frames per second.) Inbuilt time-lapse photography intervalometer Active D-Lighting. First Nikon DSLR with in camera High
Nikon_D5100
Computer graphics method
(breaking the pixel-by-pixel rendering model), but caustics may still be missing if viewed in a mirror. This type of difficult lighting can also cause
Path_tracing
needing to do texture mapping, the 16 pipes output/process 8 pixel/cycle & 8 texels/cycle, per each pipe, in parallel, for a maximum throughput of 1200 megapixels
PlayStation 2 technical specifications
PlayStation_2_technical_specifications
Producing images of 3D scenes
(normal vectors are interpolated across each triangle and lighting is computed for each pixel). Until relatively recently, Pixar used rasterization for
Rendering_(computer_graphics)
simply increasing the number of rendering samples (amount of computation) per pixel. Fireflies tend to be harder to get rid of. Fireflies tend to be confined
Fireflies_(computer_graphics)
Emerging flat-panel display technology
identified. Various on-chip connection schemes of microLED pixel arrays have been employed by AC LED Lighting, LLC (a company funded by Jiang and Lin) allowing
MicroLED
Interpolation technique for surface shading
popular due to their generally efficient use of computation time per rendered pixel.[citation needed] Phong shading improves upon Gouraud shading and
Phong_shading
Digital single-lens reflex camera
Machine Pixel Radio Transmitters, Receivers and Accessories Archived 2013-08-03 at the Wayback Machine Pocketwizard The Nikon Creative Lighting System:
Nikon_D7000
Term for two forms of anti-aliasing
current pixel's neighborhood. Color can also be useful for validating the history of a pixel, since a sudden change in color can indicate new lighting conditions
Temporal_anti-aliasing
Shading algorithm in computer graphics
interpolation method of the same name and in the context of pixel shaders or other places where a lighting calculation can be referred to as “shading”. The Phong
Phong_reflection_model
Visible interference in an image
pixels within a given sensor area will make the image noisier if the per pixel read noise is the same. For example, the noise level produced by a Four
Image_noise
Semiconductor light source
poorer solution for general lighting, are the best solution for displays, whether they are LCD-backlit or direct LED-based pixels. Dimming a multicolor LED
Light-emitting_diode
objects rendered in dots are somewhat tricky on systems without byte-per-pixel displays or limited video memory bandwidth, or systems with slow and/or
Demo_effect
2010 APS-C digital single-lens reflex camera
Machine Pixel Radio Transmitters, Receivers and Accessories Archived 2013-08-03 at the Wayback Machine Pocketwizard The Nikon Creative Lighting System:
Nikon_D3100
Art of motion picture photography
with an electronic image sensor produces an electrical charge for each pixel in the image, which is electronically processed and stored in a video file
Cinematography
Digital single-lens reflex camera
ISO 100–6400 (ISO 50–25600 boost) Nikon Expeed 3 image processor 91,000 pixel RGB metering sensor with Advanced Scene Recognition System Advanced Multi-CAM3500FX
Nikon_D800
Graphics subsystem by Silicon Graphics
Z-buffered, lit, Gouraud-shaded triangles per second. The framebuffer has 56 bits per pixel, causing 12-bits per pixel (dithered RGB 4/4/4) to be used for a
Elan_Graphics
2016 APS-C digital single-lens reflex camera
70D, several modifications were made, including: New 24.2-megapixel dual-pixel CMOS sensor 45 cross-type AF points, compared to 19 for the 70D Of these
Canon_EOS_80D
812,500–21,875,000 32-pixel triangles per second, with 2 textures, lighting, Z-buffering, fogging and alpha blending (32-pixel divided from realistic
Xbox_technical_specifications
Series of video cards
and lighting (T&L) engine to perform geometry calculations, freeing up the host computer's CPU. In 3D rendering the processor can write 2 pixels to the
Radeon_R100_series
Data structure used in lightmapping
calculate global illumination for light maps. In vertex lighting, lighting information is computed per vertex and stored in vertex color attributes. The two
Lightmap
2008 APS-C Digital single-lens reflex camera
Machine Pixel Radio Transmitters, Receivers and Accessories Archived 2013-08-03 at the Wayback Machine Pocketwizard The Nikon Creative Lighting System:
Nikon_D90
Texturing technique for bumps/wrinkles in computer graphics
method are summarized as follows. Before a lighting calculation is performed for each visible point (or pixel) on the object's surface: Look up the height
Bump_mapping
Computer software architecture in 3D computer graphics
a grid of micropolygons, each approximately the size of a pixel. Shade. Calculate lighting and shading at each vertex of the micropolygon grid. Bust the
Reyes_rendering
Data buffer in graphics hardware
graphics hardware. The buffer is per pixel and works on integer values, usually with a depth of one byte per pixel. The Z-buffer and stencil buffer often
Stencil_buffer
2014 full-frame digital single-lens reflex camera
edited, saved, exported and imported 3.2" 1229k-dot (RGBW, four dots per pixel: extra white dot) VGA LCD with "Split-screen display zoom" function USB
Nikon_D810
Image upscaling technology by Nvidia
networks are trained on a per-game basis by generating a "perfect frame" using traditional supersampling to 64 samples per pixel, as well as the motion vectors
Deep_Learning_Super_Sampling
Developer and manufacturer of OLED technologies
2560x1600 pixels and a pixel density of 287 ppi. The Galaxy Tab S 8.4 has an 8.4-inch Full HD Super AMOLED screen with a resolution of 2560x1600 pixels and
Universal_Display_Corporation
2016 full-frame digital single-lens reflex camera
shooting rate of up to 7.0 frames per second with full autofocus; 4.3 fps in Live View with Servo AF by Dual Pixel CMOS AF All AF points support to a
Canon_EOS_5D_Mark_IV
Color model based on red, green and blue
devices and software tools allow for 48 bpp (bits per pixel) images to be manipulated (16 bits per channel), to minimize any such damage. ICC profile
RGB_color_model
Excess artificial light in an environment
ecosystems, resulting from the unnecessary and inefficient use of artificial lighting. Specific categories of light pollution include light trespass, over-illumination
Light_pollution
Method of defining surface detail on a computer-generated graphic or 3D model
explanation of how an algorithm could work to render an image: For each pixel, trace the coordinates of the screen into the 3D scene. If a 3D model is
Texture_mapping
Real-time image capture devices for displaying an object to a large audience
filters over each pixel. The Bayer filter is commonly used, arranging red, green, and blue filters in a pattern where green pixels are twice as numerous
Document_camera
4, 8, 16, 24, 32) Bitmap Image stored by pixels. Bit plane A format for bitmap images storing 1 bit per pixel in a contiguous 2D array; Several such parallel
Glossary_of_computer_graphics
Computer graphics lighting effect
smoke. Unlike traditional shadow maps that store a single depth value per pixel, deep shadow maps store a visibility function (or transmittance function)
Self-shadowing
Camcorders produced by Sony
and equipped with 2 million pixel frame-interline-transfer (FIT) CCD imager that could capture 1080 of active lines per frame. For sensitivity, it achieved
Sony_camcorders
Algorithms and methods of plotting the Mandelbrot set on a computing device
programs use a variety of algorithms to determine the color of individual pixels efficiently. The simplest algorithm for generating a representation of the
Plotting algorithms for the Mandelbrot set
Plotting_algorithms_for_the_Mandelbrot_set
Trademark for network-based product
Digital Addressable Lighting Interface (DALI) is a trademark for network-based products that control lighting. The underlying technology was established
Digital Addressable Lighting Interface
Digital_Addressable_Lighting_Interface
Methodological basis for 3D CAD/CAM solid modeling and image rendering
square pixel array (or screen). Straight light rays pass through the pixel array to connect the focal point with the scene, one ray per pixel. To shade
Ray_casting
2009 APS-C digital single-lens reflex camera
000 pixel, without swivel or tilt), live view, ISO 200–3200 (100–6400 with Boost), 3D tracking Multi-CAM1000 11-point AF system, active D-Lighting system
Nikon_D5000
Diode that emits light from an organic compound
OLED material per layer is used to produce white light. It also eliminated the uneven degradation rate of blue pixels vs. red and green pixels. Disadvantages
OLED
Digital single-lens reflex camera
100–12800 (ISO 50–204800 Boost) Nikon Expeed 3 image/video processor 91,000 pixel RGB metering sensor with Advanced Scene Recognition System Advanced Multi-CAM3500FX
Nikon_D4
Processes of altering images
picture elements, or pixels. These pixels contain the image's color and brightness information. Image editors can change the pixels to enhance the image
Image_editing
Type of flat-panel display
were alternate lighting of surfaces (ALiS) panels made by Fujitsu and Hitachi. These were interlaced displays, with non-square pixels. Later HDTV plasma
Plasma_display
functions listed. Fillrate – Maximum theoretical fill rate in textured pixels per second. This number is generally used as a maximum throughput number for
List of Nvidia graphics processing units
List_of_Nvidia_graphics_processing_units
2009 DX-format digital single-lens reflex camera
Optional manual sound level control. In-camera movie editing Active D-Lighting with bracketing and Auto / Extra High Active options. Automatic correction
Nikon_D300S
Technique for doubling the perceived frame rate of a video display
(whilst the opposite field is scanned), reducing the per-line/per-pixel refresh rate to 30 frames per second with quite obvious flicker. To avoid this, standard
Interlaced_video
Computer graphics rendering method using diffuse reflection
of lighting in this scene which have been specifically chosen and placed by the artist in an attempt to create realistic lighting: spot lighting with
Radiosity_(computer_graphics)
Group of rendering algorithms used in 3D computer graphics
of algorithms used in 3D computer graphics meant to add more realistic lighting to 3D scenes. Such algorithms take into account not only the light that
Global_illumination
Computer graphics shading and rendering technique
occlusion (GTAO) as a faster approximation of true ambient occlusion, using per-pixel depth, rather than scene geometry, to form an ambient occlusion map. Ambient
Ambient_occlusion
History of semiconductor light source
replacing incandescent and fluorescent lighting. Experimental white LEDs were demonstrated in 2014 to produce 303 lumens per watt of electricity (lm/W); some
History_of_the_LED
Machine learning model
space rather than directly in pixel space. An autoencoder (often a variational autoencoder) is used to convert between pixel space and this latent representation
Text-to-image_model
Game engine
introduced a layer that makes it easier to maintain WebRTC internally, allowing Pixel Streaming 2 plugin to began shipping with Unreal Engine. Unreal Engine 5
Unreal_Engine_5
Optical and electrical phenomenon
Electroluminescent technologies have rather low power consumption compared to competing lighting technologies, such as neon or fluorescent lamps. This, together with the
Electroluminescence
Visibility in 3D computer graphics
approach is the current standard. Z-buffering requires up to 4 bytes per pixel, and can have a substantial computational cost since the rasterization
Hidden-surface_determination
Video camera connected to a computer or network
Cam provided 320x240-pixel resolution with a grayscale depth of 16 shades at 60 frames per second, or 256 shades at 15 frames per second. These cams were
Webcam
GPU for the PlayStation 3
Bandwidth: 20 GB/s read, 15 GB/s write 576 KB texture cache (96 KB per quad of pixel pipelines) Although the RSX has 256 MB of GDDR3 RAM, not all of it
RSX_Reality_Synthesizer
3D computer graphics rendering method
traced using G-buffers, where depth and surface normal data is stored per each 2D pixel. Perlin, Ken (July 1989), "Hypertexture" (PDF), Computer Graphics
Ray_marching
Digital single-lens reflex camera
frames per second (fps). H.264/MPEG-4 AVC Expeed video processor. HDMI out with support of uncompressed video (clean HDMI) Active D-Lighting (4 level
Nikon_D5200
Partitioning a digital image into segments
multiple image segments, also known as image regions or image objects (sets of pixels). The goal of segmentation is to simplify and/or change the representation
Image_segmentation
Android phablet developed by Samsung Electronics
screen and settings streamlined. The Edge lighting has also been improved with introductions to new lighting options. The Oreo update also brought enhanced
Samsung_Galaxy_Note_8
Lamp mounted in the front of a vehicle
sealed-beam headlamp, one per side, was required for all vehicles sold in the United States from 1940, virtually freezing usable lighting technology in place
Headlamp
API used in Microsoft DirectX for 3D rendering
Transformation, Clipping and Lighting (TCL/T&L), DXVA 1.0 Direct3D 8.0 – Pixel Shader 1.0/1.1 & Vertex Shader 1.0/1.1 Direct3D 8.1 – Pixel Shader 1.2/1.3/1.4 Direct3D
Direct3D
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