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Randi J. Rost (born February 24, 1960) is a computer graphics professional[ vague ] and contributor to graphics standards. He wrote the 1981 Apple II game King Cribbage and published numerous instructional and review articles in trade publications.
He currently[ when? ] manages relationships with a game developers and other graphics ISVs at Intel.[ citation needed ] He was a founding member of the Khronos Group and has represented Intel on the Khronos Group Board of Promoters. He came up with the name Khronos (a transliteration for the Greek word "time") during this group's formative period, and for this was awarded a pound of smoked salmon.[ citation needed ] In 1993, Randi won the National Computer Graphics Association (NCGA) Award for the Advancement of Graphics Standards, given to recognize the individual who has shown dedication to the development and use of computer graphics standards.
Prior to joining Intel, he was a driver engineering manager and then director of developer relations at 3Dlabs.[ citation needed ] Randi was a core contributor to the development of the OpenGL Shading Language and the OpenGL API that supports it, as well as one of the first programmers to design and implement shaders using this technology.[ citation needed ] He led the 3Dlabs team devoted to educating developers and helping them take advantage of new graphics hardware technology.
In the late 1980s, he was a co-architect of PEX, a 3D graphics extension to the X Window System.[ citation needed ] He was a founding member of the Picture-Level Benchmark organization that was later merged into SPEC and has become the leading creator of vendor-neutral graphics benchmarking tools.[ citation needed ]
OpenGL Shading Language, Third Edition, Randi J. Rost, Bill Licea-Kane, Addison-Wesley Professional, July 30, 2009. ISBN 0-321-63763-1
OpenGL Shading Language, Second Edition, Randi J. Rost, Addison-Wesley Professional, January 25, 2006. ISBN 0-321-33489-2 OpenGL Shading Language, Randi J. Rost, Addison-Wesley Professional, February 12, 2004. ISBN 0-321-19789-5
X and MOTIF Quick Reference Guide, Second Edition, Randi J. Rost, Digital Press, October 1993. ISBN 1-55558-118-8
X and MOTIF Quick Reference Guide, Randi J. Rost, Digital Press, September 13, 1990. ISBN 1-55558-052-1
OpenGL is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.
The RenderMan Interface Specification, or RISpec in short, is an open API developed by Pixar Animation Studios to describe three-dimensional scenes and turn them into digital photorealistic images. It includes the RenderMan Shading Language.
Game programming, a subset of game development, is the software development of video games. Game programming requires substantial skill in software engineering and computer programming in a given language, as well as specialization in one or more of the following areas: simulation, computer graphics, artificial intelligence, physics, audio programming, and input. For multiplayer games, knowledge of network programming is required. In some genres, e.g. fighting games, advanced network programming is often demanded, as the netcode and its properties are considered by players and critics to be some of the most important metrics of the game's quality. For massively multiplayer online games (MMOGs), even further knowledge of database programming and advanced networking programming are required. Though often engaged in by professional game programmers, there is a thriving scene of independent developers who lack a relationship with a publishing company.
The Khronos Group, Inc. is an open, non-profit, member-driven consortium of 170 organizations developing, publishing and maintaining royalty-free interoperability standards for 3D graphics, virtual reality, augmented reality, parallel computation, vision acceleration and machine learning. The open standards and associated conformance tests enable software applications and middleware to effectively harness authoring and accelerated playback of dynamic media across a wide variety of platforms and devices. The group is based in Beaverton, Oregon.
In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as shading. Shaders have evolved to perform a variety of specialized functions in computer graphics special effects and video post-processing, as well as general-purpose computing on graphics processing units.
OpenGL for Embedded Systems is a subset of the OpenGL computer graphics rendering application programming interface (API) for rendering 2D and 3D computer graphics such as those used by video games, typically hardware-accelerated using a graphics processing unit (GPU). It is designed for embedded systems like smartphones, tablet computers, video game consoles and PDAs. OpenGL ES is the "most widely deployed 3D graphics API in history".
Mesa, also called Mesa3D and The Mesa 3D Graphics Library, is an open source implementation of OpenGL, Vulkan, and other graphics API specifications. Mesa translates these specifications to vendor-specific graphics hardware drivers.
OpenGL Shading Language (GLSL) is a high-level shading language with a syntax based on the C programming language. It was created by the OpenGL ARB to give developers more direct control of the graphics pipeline without having to use ARB assembly language or hardware-specific languages.
Retained mode in computer graphics is a major pattern of API design in graphics libraries, in which
Neil Trevett is an electrical engineer and executive involved in 3D computer graphics technology.
Fragment processing is a term in computer graphics referring to a collection of operations applied to fragments generated by the rasterization operation in the rendering pipeline.
OpenCL is a framework for writing programs that execute across heterogeneous platforms consisting of central processing units (CPUs), graphics processing units (GPUs), digital signal processors (DSPs), field-programmable gate arrays (FPGAs) and other processors or hardware accelerators. OpenCL specifies a programming language for programming these devices and application programming interfaces (APIs) to control the platform and execute programs on the compute devices. OpenCL provides a standard interface for parallel computing using task- and data-based parallelism.
In computing, half precision is a binary floating-point computer number format that occupies 16 bits in computer memory. It is intended for storage of floating-point values in applications where higher precision is not essential, in particular image processing and neural networks.
WebGL is a JavaScript API for rendering interactive 2D and 3D graphics within any compatible web browser without the use of plug-ins. WebGL is fully integrated with other web standards, allowing GPU-accelerated usage of physics, image processing, and effects in the HTML canvas. WebGL elements can be mixed with other HTML elements and composited with other parts of the page or page background.
Three.js is a cross-browser JavaScript library and application programming interface (API) used to create and display animated 3D computer graphics in a web browser using WebGL. The source code is hosted in a repository on GitHub.
In computer graphics, tessellation is the dividing of datasets of polygons presenting objects in a scene into suitable structures for rendering. Especially for real-time rendering, data is tessellated into triangles, for example in OpenGL 4.0 and Direct3D 11.
Vulkan is a low-level, low-overhead cross-platform API and open standard for 3D graphics and computing. It was intended to address the shortcomings of OpenGL, and allow developers more control over the GPU. It is designed to support a wide variety of GPUs, CPUs and operating systems, and it is also designed to work with modern multi-core CPUs.
Standard Portable Intermediate Representation (SPIR) is an intermediate language for parallel computing and graphics by Khronos Group. It is used in multiple execution environments, including the Vulkan graphics API and the OpenCL compute API, to represent a shader or kernel. It is also used as an interchange language for cross compilation.
WebGPU is a JavaScript API provided by a web browser that enables webpage scripts to efficiently utilize a device's graphics processing unit (GPU). This is achieved with the underlying Vulkan, Metal, or Direct3D 12 system APIs. On relevant devices, WebGPU is intended to supersede the older WebGL standard.
Cg and High-Level Shader Language (HLSL) are two names given to a high-level shading language developed by Nvidia and Microsoft for programming shaders. Cg/HLSL is based on the C programming language and although they share the same core syntax, some features of C were modified and new data types were added to make Cg/HLSL more suitable for programming graphics processing units.