Graphics Reference
In-Depth Information
The Computation
The Computation
Pipeline
5
all sections
(built into Hieroglyph 3)
5
all sections
(built into Hieroglyph 3)
Pipeline
High Level Shading
High Level Shading
Language
6
6
NA
NA
NA
NA
Language
Multithreaded
Multithreaded
Rendering
7
all sections
(built into Hieroglyph 3)
7
all sections
(built into Hieroglyph 3)
Rendering
8
8
Mesh Rendering
Mesh Rendering
all sections
all sections
SkinAndBones
SkinAndBones
9
9
Dynamic Tessellation
Dynamic Tessellation
"Interlocking Terrain Tiles"
"Interlocking Terrain Tiles"
InterlockingTerrainTiles
InterlockingTerrainTiles
"Curved Point Normal
"Curved Point Normal
Triangles"
CurvedPointNormalTriangles
CurvedPointNormalTriangles
Triangles"
10
10
Image Processing
Image Processing
all sections
all sections
ImageProcessor
ImageProcessor
DeferredRendering
DeferredRendering
LightPrePass
11
Deferred Rendering
11
Deferred Rendering
LightPrePass
"Water Simulation
"Water Simulation
Particle Systems"
WaterSimulationI
WaterSimulationI
ParticleStorm
12
Simulations
12
Simulations
Particle Systems"
ParticleStorm
Multithreaded
Paraboloid Rendering
Multithreaded
13
all sections
MirrorMirror
13
all sections
MirrorMirror
Paraboloid Rendering
Table A.1. Sample Code Reference.
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