Shader in the context of GPU


Shader in the context of GPU

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⭐ Core Definition: Shader

In computer graphics, a shader is a programmable operation which is applied to data as it moves through the rendering pipeline. Shaders can act on data such as vertices and primitives—to generate or morph geometry—and fragments –to calculate the values in a rendered image.

Shaders can execute a wide variety of operations and can run on different types of hardware. In modern real-time computer graphics, shaders are run on graphics processing units (GPUs) –dedicated hardware which provides highly parallel execution of programs. As rendering an image is embarrassingly parallel, fragment and pixel shaders scale well on SIMD hardware. Historically, the drive for faster rendering has produced highly-parallel processors which can in turn be used for other SIMD amenable algorithms. Such shaders executing in a compute pipeline are commonly called compute shaders.

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👉 Shader in the context of GPU

A graphics processing unit (GPU) is a specialized electronic circuit designed for digital image processing and to accelerate computer graphics, being present either as a component on a discrete graphics card or embedded on motherboards, mobile phones, personal computers, workstations, and game consoles. GPUs are increasingly being used for AI processing due to linear algebra acceleration which is also used extensively in graphics processing.

Although there is no single definition of the term, and it may be used to describe any video display system, in modern use a GPU includes the ability to internally perform the calculations needed for various graphics tasks, like rotating and scaling 3D images, and often the additional ability to run custom programs known as shaders. This contrasts with earlier graphics controllers known as video display controllers which had no internal calculation capabilities, or blitters, which performed only basic memory movement operations. The modern GPU emerged during the 1990s, adding the ability to perform operations like drawing lines and text without CPU help, and later adding 3D functionality.

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Shader in the context of Graphics processing unit

A graphics processing unit (GPU) is a specialized electronic circuit designed for digital image processing and to accelerate computer graphics, being present either as a component on a discrete graphics card or embedded on motherboards, mobile phones, personal computers, workstations, and game consoles.

Although there is no single definition of the term, and it may be used to describe any video display system, in modern use a GPU includes the ability to internally perform the calculations needed for various graphics tasks, like rotating and scaling 3D images, and often the additional ability to run custom programs known as shaders. This contrasts with earlier graphics controllers known as video display controllers which had no internal calculation capabilities, or blitters, which performed only basic memory movement operations. The modern GPU emerged during the 1990s, adding the ability to perform operations like drawing lines and text without CPU help, and later adding 3D functionality.

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Shader in the context of Physically-based rendering

Physically based rendering (PBR) is a computer graphics approach that seeks to render images in a way that models the lights and surfaces with optics in the real world. It is often referred to as "Physically Based Lighting" or "Physically Based Shading". Many PBR pipelines aim to achieve photorealism. Feasible and quick approximations of the bidirectional reflectance distribution function and rendering equation are of mathematical importance in this field. Photogrammetry may be used to help discover and encode accurate optical properties of materials. PBR principles may be implemented in real-time applications using shaders or offline applications using ray tracing or path tracing.

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Shader in the context of Level of detail (computer graphics)

In computer graphics, level of detail (LOD) refers to the complexity of a 3D model representation. LOD can be decreased as the model moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or position.LOD techniques increase the efficiency of rendering by decreasing the workload on graphics pipeline stages, usually vertex transformations.The reduced visual quality of the model is often unnoticed because of the small effect on object appearance when distant or moving fast.

Although most of the time LOD is applied to geometry detail only, the basic concept can be generalized. Recently, LOD techniques also included shader management to keep control of pixel complexity.A form of level of detail management has been applied to texture maps for years, under the name of mipmapping, also providing higher rendering quality.

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