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... 6 KB (796 words) - 10:38, 10 March 2023 |
graphics lighting Image-based lighting Per-pixel lighting Per-vertex lighting Unified lighting and shadowing Volumetric lighting Cove lighting Electric... 1 KB (130 words) - 20:11, 9 February 2024 |
of entirely dynamic per-pixel lighting, whereas previously, 3D engines had relied primarily on pre-calculated per-vertex lighting or lightmaps and Gouraud... 26 KB (2,391 words) - 17:16, 26 March 2024 |
Shader (redirect from Pixel lighting) inputs/outputs are also possible. Pixel shaders range from simply always outputting the same color, to applying a lighting value, to doing bump mapping, shadows... 21 KB (2,388 words) - 15:18, 2 March 2024 |
Some MAESTRO-2G extensions include, per-pixel lighting (where the lighting is calculated per pixel instead of per vertex), procedural texture generation... 9 KB (788 words) - 21:11, 30 October 2023 |
of the game which includes 4K resolution, improved shadow mapping, per-pixel lighting, anti-aliasing and missing content that was cut from the original... 29 KB (2,394 words) - 13:14, 1 April 2024 |
and pixel shaders. It acquired support for manually written shaders in 2005. However, users have been slow to leverage modern per-pixel lighting techniques... 11 KB (1,202 words) - 13:12, 21 February 2024 |
Graphics pipeline (redirect from Per-vertex lighting) 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... 28 KB (4,397 words) - 13:43, 21 March 2024 |
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... 25 KB (2,811 words) - 00:41, 25 March 2024 |
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... 10 KB (1,385 words) - 07:30, 18 April 2024 |
very advanced capabilities such as per-pixel lighting, also known as "phong shading", (through the SGIX_fragment_lighting extension) and 48-bit RGBA color... 4 KB (430 words) - 01:01, 5 February 2024 |
an entirely dynamic per-pixel lighting, whereas previously, 3D engines had relied primarily on pre-calculated per-vertex lighting or lightmaps and Gouraud... 26 KB (3,167 words) - 11:29, 13 April 2024 |
physics software for improved real-world physics simulation, dynamic per-pixel lighting, bump mapping, normal mapping, and specular highlighting. Along with... 19 KB (2,206 words) - 06:11, 17 December 2023 |
multimaterials, multitexture and texture blending modes, per-pixel lighting, dynamic lighting, mapping modes, GLSL Vertex Paint texture blending, toon... 7 KB (743 words) - 18:51, 3 April 2024 |
lighting Lighting, including refraction, reflection, diffuse reflection, specular reflection, volumetric lighting, per-pixel lighting, and per-pixel order-independent... 40 KB (3,564 words) - 17:10, 3 September 2023 |
Torque (game engine) (redirect from Torque Lighting Kit) Game Engine made to support advanced technologies including shaders, per-pixel lighting, and massive terrains. This version of the engine has been ported... 26 KB (2,220 words) - 07:30, 20 March 2024 |
features: unified lighting and shadowing, complex animations and scripting that showed real-time with fully dynamic per-pixel lighting and stencil shadowing... 73 KB (7,664 words) - 14:01, 25 April 2024 |
spot. Pixels can be used as a unit of measure such as: 2400 pixels per inch, 640 pixels per line, or spaced 10 pixels apart. The measures "dots per inch"... 29 KB (3,530 words) - 12:53, 20 April 2024 |
Shading (redirect from Lighting model) the normals are interpolated between the vertices and the lighting is evaluated per-pixel. Thus, the specular highlights are computed much more precisely... 18 KB (1,843 words) - 01:55, 11 April 2024 |
complex graphics features such as unified lighting and shadowing, real-time fully dynamic per-pixel lighting and stencil shadowing. The game became id's... 61 KB (1,355 words) - 01:33, 8 April 2024 |
the combat system. In terms of technology, the game uses per-pixel lighting, volumetric lighting, shaders, anti-aliasing, normal mapping, color mapping... 75 KB (7,418 words) - 19:11, 6 April 2024 |
of the engine allowed for per-pixel lighting and rendering techniques such as normal mapping, Phong shading, Blinn lighting, virtual displacement mapping... 93 KB (8,390 words) - 06:10, 20 March 2024 |
utilized within the graphics capabilities of Airborne, including HDRR, per-pixel lighting and dynamic shadows. Because of the non-linear gameplay style of Airborne... 35 KB (3,630 words) - 18:23, 21 April 2024 |
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... 16 KB (1,491 words) - 21:50, 23 December 2023 |