シェーダー (Japanese Wikipedia)

Analysis of information sources in references of the Wikipedia article "シェーダー" in Japanese language version.

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4gamer.net

impress.co.jp

game.watch.impress.co.jp

khronos.org

  • A shader object corresponds to a stage in the rendering pipeline referred to as its shader stage or shader type OpenGL 4.6 specification
  • Tessellation is a process that reads a patch primitive and generates new primitives used by subsequent pipeline stages. OpenGL 4.6 specification
  • Geometry shaders operate on a single primitive at a time and emit one or more output primitives OpenGL 4.6 specification

microsoft.com

msdn.microsoft.com

mynavi.jp

news.mynavi.jp

nvidia.co.jp

nvidia.com

http.developer.nvidia.com

opengl.org

pixar.com

renderman.pixar.com

sapphiretech.com

unity3d.com

docs.unity3d.com

  • "A shader program, commonly referred to as a shader, is a program that runs on a GPU." 以下より引用。Unity. Graphics - Shaders - Shaders core concepts - Shaders introduction. Unity Documentation, version 2022.3. 2024-08-11閲覧.
  • "shaders are divided into three broad categories. ... Shaders that are part of the graphics pipeline ... They perform calculations that determine the color of pixels on the screen." 以下より引用。Unity. Graphics - Shaders - Shaders core concepts - Shaders introduction. Unity Documentation, version 2022.3. 2024-08-11閲覧.
  • "頂点シェーダー は、3D モデルの各頂点で実行されるプログラムです。多くの場合、それは特に何もしません。ここでは、頂点の位置をオブジェクト空間からいわゆる「クリップスペース」に変換するだけです。... また、入力テクスチャ座標を変更しないで渡します。" 以下より引用。Unity. 頂点シェーダーとフラグメントシェーダーの例. Unity ユーザーマニュアル 2019.4 LTS. 2024-08-11閲覧.

vulkan.org

docs.vulkan.org

  • "A shader specifies programmable operations that execute for each vertex, control point, tessellated vertex, primitive, fragment, or workgroup in the corresponding stage(s) of the graphics and compute pipelines." 以下より引用。Khronos. Vulkan Specification - Shaders. Vulkan Documentation. 2024-08-11閲覧.
  • "Each vertex shader invocation operates on one vertex and its associated vertex attribute data, and outputs one vertex and associated data." 以下より引用。Khronos. Vulkan Specification - Shaders. Vulkan Documentation. 2024-08-11閲覧.
  • " If the shader dynamically writes to FragDepth, the DepthReplacing Execution Mode must be declared (This is done in tools such as glslang)." 以下より引用。Khronos. Vulkan Guide - Using Vulkan - Depth. Vulkan Documentation. 2024-08-17閲覧.

williams.edu

graphics.cs.williams.edu