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Real-time computer graphics
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===Video game graphics=== Real-time graphics optimizes image quality subject to time and hardware constraints. GPUs and other advances increased the image quality that real-time graphics can produce. GPUs are capable of handling millions of triangles per frame, and modern [[DirectX]]/[[OpenGL]] class hardware is capable of generating complex effects, such as [[shadow volume]]s, [[motion blur]]ring, and [[Shader#Geometry shaders|triangle generation]], in real-time. The advancement of real-time graphics is evidenced in the progressive improvements between actual [[gameplay]] graphics and the pre-rendered [[cutscenes]] traditionally found in video games.<ref name="hoso">{{cite book|url={{google books |plainurl=y |id=fvSbCgAAQBAJ|page=86}}|title=How Software Works: The Magic Behind Encryption, CGI, Search Engines and Other Everyday Technologies.|last=Spraul|first=V. Anton|publisher=No Starch Press|year=2013|isbn=978-1593276669|page=86|access-date=24 September 2017}}</ref> Cutscenes are typically rendered in real-time—and may be [[interactivity|interactive]].<ref name="tvge">{{cite book|url={{google books |plainurl=y |id=XiM0ntMybNwC|page=86}}|title=The Video Game Explosion: A History from PONG to Playstation and Beyond|last=Wolf|first=Mark J. P.|publisher=ABC-CLIO|year=2008|isbn=9780313338687|page=86|access-date=24 September 2017}}</ref> Although the gap in quality between real-time graphics and traditional off-line graphics is narrowing, offline rendering remains much more accurate.
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