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Shader Programming Concepts

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Ambient Occlusion

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Ambient Occlusion is a shading technique used to calculate how exposed each point in a scene is to ambient lighting. It helps to add realism by accentuating the depth and cavities in the graphics.

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Shadow Mapping

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Shadow mapping is a technique that uses textures (shadow maps) to record the distance from light sources to surfaces, and then uses this information to determine shadows in the scene.

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Gouraud Shading

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Gouraud shading is a method where vertex colors are calculated using a light reflection model and then interpolated across the polygon's surface, producing a gradient effect.

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Specular Map

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A specular map is a texture used to define the specular reflectivity and glossiness of a surface, allowing certain parts to appear shinier than others.

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Environment Mapping

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Environment mapping is a shading technique to simulate reflective surfaces by rendering an image of the environment onto the surface, often used for metallic and glassy appearances.

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Blinn-Phong Model

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The Blinn-Phong model is an enhancement of Phong shading that uses halfway vectors between the view and light directions to reduce computational complexity for specular highlights.

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Ray Tracing

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Ray tracing is a rendering technique for generating images by simulating the way rays of light interact with objects in the scene, often producing highly realistic graphics.

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Diffuse Reflection

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Diffuse reflection refers to the way light scatters when hitting a rough surface, resulting in a soft and uniform illumination that doesn't reflect an image.

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Phong Shading

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Phong shading is a technique that interpolates surface normals across rasterized polygons and computes pixel colors based on a reflection model. It's used to create realistic highlights on 3D models in games.

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Flat Shading

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Flat shading is a simple lighting technique where one color is calculated for each polygon, without any gradient or interpolation across the surface.

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Specular Reflection

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Specular reflection depicts the mirror-like reflection of light from a surface, where the angle of incidence equals the angle of reflection. This effect creates highlights and shiny spots.

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Displacement Mapping

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Displacement mapping is a technique that uses a height map to alter the vertices of a surface geometry, creating more accurate shadows, silhouettes, and textures.

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Light Attenuation

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Light attenuation determines the decrease in light intensity as the distance from the light source increases, often modeled in shaders by a quadratic decay.

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Normal Mapping

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Normal mapping is a technique to simulate high-resolution textures on a low-polygon surface by perturbing the normal vectors with a texture map, giving the illusion of complex detail.

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Subsurface Scattering

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Subsurface scattering is a mechanism of light penetration into translucent materials and its scattering inside. It's important for rendering realistic skin, wax, or marble.

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