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- Depth Buffer Description: The depth buffer is an essential component in 3D graphics representation, used to store depth information for each pixel in a(...) Read more
- Dynamic Lighting Description: Dynamic lighting is a 3D rendering technique that allows the light in a scene to change in real-time, depending on the position and(...) Read more
- Dynamic Texture Description: Dynamic texture is a type of texture in computer graphics characterized by its ability to be frequently updated, allowing real-time(...) Read more
- Device Context Description: The 'Device Context' in graphics programming refers to a structure that defines a drawing surface for rendering graphics. This(...) Read more
- Draw Call Description: The 'Draw Call' is a fundamental instruction in the realm of graphics programming, used to signal the GPU (Graphics Processing(...) Read more
- Dynamic Object Description: A dynamic object in computer graphics refers to any graphical entity that can modify its properties or state during the execution(...) Read more
- Depth Test Description: Depth testing is a fundamental process in computer graphics representation that determines which objects are visible in a(...) Read more
- Dynamic Shader Description: Dynamic shading is a technique in computer graphics that allows the behavior of shading effects to change in real-time, depending(...) Read more
- Data Buffer Description: A data buffer in OpenGL is a memory structure used to store information related to graphics, such as vertex data, indices, and(...) Read more
- Dynamic Binding Description: Dynamic linking is a crucial process in programming and software development, especially in the context of modern application(...) Read more
- Descriptor Description: A descriptor in Vulkan is a data structure that describes resources such as buffers and images used in rendering. These descriptors(...) Read more
- Dispatch Description: Dispatch is a fundamental command in the Vulkan graphics API, used to execute compute shaders. This command allows developers to(...) Read more
- Device Memory Description: Device memory refers to the memory allocated in the GPU (Graphics Processing Unit) to store resources such as buffers and images.(...) Read more
- Dynamic State Description: Dynamic state refers to configurations in the Vulkan graphics API that can be modified between draw calls, such as the viewport or(...) Read more
- Depth Testing Description: Depth testing is a technique used in computer graphics to determine which objects are visible in a three-dimensional scene based on(...) Read more