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  • Per-pixel lighting
  • 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

    Per-pixel_lighting

  • Id Tech 4
  • 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

    Id_Tech_4

  • List of first-person shooter engines
  • 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

  • List of types of lighting
  • 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

    List_of_types_of_lighting

  • PICA200
  • 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

    PICA200

  • Graphics pipeline
  • 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

    Graphics pipeline

    Graphics_pipeline

  • Panda3D
  • 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

    Panda3D

  • Computer graphics lighting
  • 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

    Computer_graphics_lighting

  • Torque (game engine)
  • 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)

    Torque (game engine)

    Torque_(game_engine)

  • Vertex normal
  • 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

    Vertex normal

    Vertex_normal

  • SGI VPro
  • 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

    SGI_VPro

  • Ray tracing (graphics)
  • 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)

    Ray tracing (graphics)

    Ray_tracing_(graphics)

  • LithTech
  • Game engine

    physics software for improved real-world physics simulation, dynamic per-pixel lighting, bump mapping, normal mapping, and specular highlighting. Along with

    LithTech

    LithTech

  • Shading
  • 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

    Shading

    Shading

  • Call of Juarez
  • 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

    Call_of_Juarez

  • Pre-rendering
  • 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

    Pre-rendering

    Pre-rendering

  • Shadow Man (video game)
  • 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)

    Shadow_Man_(video_game)

  • Blender Game Engine
  • 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

    Blender Game Engine

    Blender_Game_Engine

  • Pixel
  • 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

    Pixel

    Pixel

  • Doom 3
  • 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

    Doom_3

  • Medal of Honor: Airborne
  • 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

    Medal_of_Honor:_Airborne

  • F.E.A.R. (video game)
  • 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)

    F.E.A.R._(video_game)

  • Dim3
  • 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

    Dim3

    Dim3

  • Alien Arena
  • 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

    Alien_Arena

  • GLGE (programming library)
  • 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)

    GLGE_(programming_library)

  • Luminous Engine
  • 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

    Luminous_Engine

  • Pulse Racer
  • 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

    Pulse_Racer

  • Call of Juarez (video game)
  • 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)

    Call_of_Juarez_(video_game)

  • List of computer graphics and descriptive geometry topics
  • 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

  • Condemned: Criminal Origins
  • 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

    Condemned:_Criminal_Origins

  • Spatiotemporal reservoir resampling
  • 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

    Spatiotemporal_reservoir_resampling

  • GeForce 256
  • 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

    GeForce 256

    GeForce_256

  • 2004 in video games
  • 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

    2004_in_video_games

  • First-person shooter engine
  • 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

    First-person_shooter_engine

  • Subpixel rendering
  • 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

    Subpixel rendering

    Subpixel_rendering

  • Irrlicht Engine
  • 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

    Irrlicht_Engine

  • Pixel Camera
  • 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

    Pixel Camera

    Pixel_Camera

  • Nikon D5100
  • 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

    Nikon D5100

    Nikon_D5100

  • Path tracing
  • 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

    Path tracing

    Path_tracing

  • PlayStation 2 technical specifications
  • 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

    PlayStation_2_technical_specifications

  • Rendering (computer graphics)
  • 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)

    Rendering (computer graphics)

    Rendering_(computer_graphics)

  • Fireflies (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)

    Fireflies (computer graphics)

    Fireflies_(computer_graphics)

  • MicroLED
  • 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

    MicroLED

    MicroLED

  • Phong shading
  • 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

    Phong shading

    Phong_shading

  • Nikon D7000
  • 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

    Nikon D7000

    Nikon_D7000

  • Temporal anti-aliasing
  • 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

    Temporal_anti-aliasing

  • Phong reflection model
  • 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

    Phong_reflection_model

  • Image noise
  • 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

    Image noise

    Image_noise

  • Light-emitting diode
  • 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

    Light-emitting diode

    Light-emitting_diode

  • Demo effect
  • 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

    Demo_effect

  • Nikon D3100
  • 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

    Nikon D3100

    Nikon_D3100

  • Cinematography
  • 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

    Cinematography

    Cinematography

  • Nikon D800
  • 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

    Nikon D800

    Nikon_D800

  • Elan Graphics
  • 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

    Elan_Graphics

  • Canon EOS 80D
  • 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

    Canon EOS 80D

    Canon_EOS_80D

  • Xbox technical specifications
  • 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

    Xbox technical specifications

    Xbox_technical_specifications

  • Radeon R100 series
  • 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

    Radeon R100 series

    Radeon_R100_series

  • Lightmap
  • 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

    Lightmap

    Lightmap

  • Nikon D90
  • 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

    Nikon D90

    Nikon_D90

  • Bump mapping
  • 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

    Bump_mapping

  • Reyes rendering
  • 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

    Reyes rendering

    Reyes_rendering

  • Stencil buffer
  • 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

    Stencil buffer

    Stencil_buffer

  • Nikon D810
  • 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

    Nikon D810

    Nikon_D810

  • Deep Learning Super Sampling
  • 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

    Deep_Learning_Super_Sampling

  • Universal Display Corporation
  • 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

    Universal Display Corporation

    Universal_Display_Corporation

  • Canon EOS 5D Mark IV
  • 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

    Canon EOS 5D Mark IV

    Canon_EOS_5D_Mark_IV

  • RGB color model
  • 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

    RGB color model

    RGB_color_model

  • Light pollution
  • 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

    Light pollution

    Light_pollution

  • Texture mapping
  • 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

    Texture mapping

    Texture_mapping

  • Document camera
  • 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

    Document camera

    Document_camera

  • Glossary of computer graphics
  • 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

    Glossary_of_computer_graphics

  • Self-shadowing
  • 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

    Self-shadowing

  • Sony camcorders
  • 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

    Sony camcorders

    Sony_camcorders

  • Plotting algorithms for the Mandelbrot set
  • 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

    Plotting_algorithms_for_the_Mandelbrot_set

  • Digital Addressable Lighting Interface
  • 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

    Digital_Addressable_Lighting_Interface

  • Ray casting
  • 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

    Ray casting

    Ray_casting

  • Nikon D5000
  • 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

    Nikon D5000

    Nikon_D5000

  • OLED
  • 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

    OLED

    OLED

  • Nikon D4
  • 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

    Nikon D4

    Nikon_D4

  • Image editing
  • 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

    Image_editing

  • Plasma display
  • 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

    Plasma display

    Plasma_display

  • List of Nvidia graphics processing units
  • 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

  • Nikon D300S
  • 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

    Nikon D300S

    Nikon_D300S

  • Interlaced video
  • 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

    Interlaced video

    Interlaced_video

  • Radiosity (computer graphics)
  • 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)

    Radiosity (computer graphics)

    Radiosity_(computer_graphics)

  • Global illumination
  • 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

    Global illumination

    Global_illumination

  • Ambient occlusion
  • 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

    Ambient occlusion

    Ambient_occlusion

  • History of the LED
  • 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

    History of the LED

    History_of_the_LED

  • Text-to-image model
  • 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

    Text-to-image model

    Text-to-image_model

  • Unreal Engine 5
  • 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

    Unreal Engine 5

    Unreal_Engine_5

  • Electroluminescence
  • 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

    Electroluminescence

    Electroluminescence

  • Hidden-surface determination
  • 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

    Hidden-surface determination

    Hidden-surface_determination

  • Webcam
  • 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

    Webcam

    Webcam

  • RSX Reality Synthesizer
  • 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

    RSX Reality Synthesizer

    RSX_Reality_Synthesizer

  • Ray marching
  • 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

    Ray_marching

  • Nikon D5200
  • 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

    Nikon D5200

    Nikon_D5200

  • Image segmentation
  • 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

    Image segmentation

    Image_segmentation

  • Samsung Galaxy Note 8
  • 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

    Samsung Galaxy Note 8

    Samsung_Galaxy_Note_8

  • Headlamp
  • 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

    Headlamp

    Headlamp

  • Direct3D
  • 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

    Direct3D

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