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High-Level Shading Language
Known as:
Shader model 2
, Shader Model 3
, Shader model 2.0
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The High-Level Shader Language or High-Level Shading Language (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API…
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Related topics
Related topics
17 relations
Blinn–Phong shading model
Cg (programming language)
Computer graphics
Direct3D
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Papers overview
Semantic Scholar uses AI to extract papers important to this topic.
Review
2014
Review
2014
Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming
Paul Varcholik
2014
Corpus ID: 61490657
Get Started Quickly with DirectX 3D Programming: No 3D Experience Needed This step-by-step text demystifies modern graphics…
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2014
2014
Systematic Research and Implementation of Sinology Knowledge with VR Technology
Da-Yan Shangguan
,
Xinyuan Huang
Journal of Computers
2014
Corpus ID: 2660400
Virtual Reality (VR) is a developing technology while “sinology” is a traditional science. Nowadays, it is a valuable as well as…
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2014
2014
Poster : An Interactive , Visual Composite Tuner for Multi-layer Spatial Data Sets
Data Sets
2014
Corpus ID: 4246828
Packing high-dimensional data into comprehensible visualizations is difficult. A number of techniques exist to composite multiple…
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2013
2013
Research Guides: Helpful HLSL E-Resources: W-X
Mindy Kent
2013
Corpus ID: 61393958
2011
2011
Error-bounded GPU-supported terrain visualisation
Falko Löffler
,
Stefan Rybacki
,
H. Schumann
2011
Corpus ID: 42967606
The interactive visualisation of digital terrain datasets deals with their interrelated issues: quality, time and resources. In…
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2011
2011
Research Guides: Finding Items at HLSL: Find on a Map
Mindy Kent
2011
Corpus ID: 230730282
Use this guide to locate a book or find the location of a specific region or country Find the call numbers and location for a…
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2010
2010
Facteur d'échelle visuelle pour la restitution de la perception de vitesse en simulation de conduite automobile. (Visual scale factor for speed perception rendering in car driving simulation)
Florent Colombet
2010
Corpus ID: 34461305
Percevoir sa vitesse est une tâche importante que le conducteur doit realiser constamment pendant la conduite pour controler son…
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Review
2008
Review
2008
Adaptive GPU-based terrain rendering
T. Schmiade
,
Christof Rezk Salama
,
M. Lambers
2008
Corpus ID: 6904350
The diploma thesis at hand presents a survey on the development of terrain rendering algorithms during the past ten years and…
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2007
2007
Fast Filtering and Tone Mapping using Importance sampling
B. Tóth
,
László Szirmay-Kalos
2007
Corpus ID: 18232755
This paper examines the process of tone mapping and blooming, and then discusses its real-time implementation on current graphics…
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2003
2003
A Flexible Framework for Hardware-Accelerated High-Quality Volume Rendering
Christoph Berger
,
Markus Hadwiger
,
H. Hauser
2003
Corpus ID: 16078153
Because of an enormous development of graphics hardware and the invention of new rendering algorithms in the past it is now…
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