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Stencil buffer

Index Stencil buffer

A stencil buffer is an extra data buffer, in addition to the color buffer and depth buffer, found on modern graphics hardware. [1]

27 relations: Alpha compositing, Application programming interface, Boolean, Byte, Constructive solid geometry, Data buffer, Direct3D, Doom 3, Franklin C. Crow, Geometric primitive, Graphics hardware, Graphics pipeline, Integer, Logical truth, OpenGL, Portal rendering, Random-access memory, Rendering (computer graphics), Shadow, Shadow volume, Silhouette, Stencil, Stencil buffer, Video game, Z-buffering, Z-fighting, 3D computer graphics.

Alpha compositing

In computer graphics, alpha compositing is the process of combining an image with a background to create the appearance of partial or full transparency.

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Application programming interface

In computer programming, an application programming interface (API) is a set of subroutine definitions, protocols, and tools for building software.

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Boolean

In most computer programming languages, a '''Boolean''' data type is a data type with only two possible values: true or false.

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Byte

The byte is a unit of digital information that most commonly consists of eight bits, representing a binary number.

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Constructive solid geometry

Constructive solid geometry (CSG) (formerly called computational binary solid geometry) is a technique used in solid modeling.

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Data buffer

In computer science, a data buffer (or just buffer) is a region of a physical memory storage used to temporarily store data while it is being moved from one place to another.

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Direct3D

Direct3D is a graphics application programming interface (API) for Microsoft Windows.

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Doom 3

Doom 3 (stylized as DOOM3) is a survival horror first-person shooter video game developed by id Software and published by Activision.

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Franklin C. Crow

Franklin C. (Frank) Crow is a computer scientist who has made important contributions to computer graphics, including some of the first practical spatial anti-aliasing techniques.

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Geometric primitive

The term geometric primitive, or prim, in computer graphics and CAD systems is used in various senses, with the common meaning of the simplest (i.e. 'atomic' or irreducible) geometric objects that the system can handle (draw, store).

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Graphics hardware

Graphics hardware is computer hardware that generates computer graphics and allows them to be shown on a display, usually using a graphics card (video card) in combination with a device driver to create the images on the screen.

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Graphics pipeline

In computer graphics, a computer graphics pipeline, rendering pipeline or simply graphics pipeline, is a conceptual model that describes what steps a graphics system needs to perform to render a 3D scene to a 2D screen.

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Integer

An integer (from the Latin ''integer'' meaning "whole")Integer 's first literal meaning in Latin is "untouched", from in ("not") plus tangere ("to touch").

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Logical truth

Logical truth is one of the most fundamental concepts in logic, and there are different theories on its nature.

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OpenGL

Open Graphics Library (OpenGL) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics.

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Portal rendering

In computer-generated imagery and real-time 3D computer graphics, portal rendering is an algorithm for visibility determination.

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Random-access memory

Random-access memory (RAM) is a form of computer data storage that stores data and machine code currently being used.

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Rendering (computer graphics)

Rendering or image synthesis is the automatic process of generating a photorealistic or non-photorealistic image from a 2D or 3D model (or models in what collectively could be called a scene file) by means of computer programs.

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Shadow

A shadow is a dark area where light from a light source is blocked by an opaque object.

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Shadow volume

Shadow volume is a technique used in 3D computer graphics to add shadows to a rendered scene.

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Silhouette

A silhouette is the image of a person, animal, object or scene represented as a solid shape of a single color, usually black, with its edges matching the outline of the subject.

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Stencil

Stencilling produces an image or pattern by applying pigment to a surface over an intermediate object with designed gaps in it which create the pattern or image by only allowing the pigment to reach some parts of the surface.

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Stencil buffer

A stencil buffer is an extra data buffer, in addition to the color buffer and depth buffer, found on modern graphics hardware.

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Video game

A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a video device such as a TV screen or computer monitor.

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Z-buffering

In computer graphics, z-buffering, also known as depth buffering, is the management of image depth coordinates in 3D graphics, usually done in hardware, sometimes in software.

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Z-fighting

Demonstration of z-fighting with multiple colors and textures over a grey background Z-fighting, also called stitching, is a phenomenon in 3D rendering that occurs when two or more primitives have similar or identical values in the z-buffer.

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3D computer graphics

3D computer graphics or three-dimensional computer graphics, (in contrast to 2D computer graphics) are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering 2D images.

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Stencil Buffer, Stencil buffers.

References

[1] https://en.wikipedia.org/wiki/Stencil_buffer

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