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Texture compression is a specialized form of image compression designed for storing texture maps in 3D computer graphics rendering systems. Unlike conventional image compression algorithms, texture compression algorithms are optimized for random access. Texture compression can be applied to reduce memory usage at runtime.
A texture map [5] [6] is an image applied (mapped) to the surface of a shape or polygon. [7] This may be a bitmap image or a procedural texture.They may be stored in common image file formats, referenced by 3D model formats or material definitions, and assembled into resource bundles.
Many authoring pipelines use high resolution models baked into low/medium resolution in-game models augmented with normal maps. Basic normal mapping can be implemented in any hardware that supports palettized textures. The first game console to have specialized normal mapping hardware was the Sega Dreamcast.
GRASS has been under continuous development since 1982 [3] and has involved a large number of federal US agencies, universities, and private companies. The core components of GRASS and the management of integration of efforts into its releases was originally directed by the U.S. Army - Construction Engineering Research Laboratory (USA-CERL), a branch of the U.S. Army Corps of Engineers, in ...
Artificial texture example. Natural texture example. An image texture is the small-scale structure perceived on an image, based on the spatial arrangement of color or intensities. [1] It can be quantified by a set of metrics calculated in image processing. Image texture metrics give us information about the whole image or selected regions. [1]
Linear pulse-code modulation (LPCM, generally only described as PCM) is the format for uncompressed audio in media files and it is also the standard for CD-DA; note that in computers, LPCM is usually stored in container formats such as WAV, AIFF, or AU, or as raw audio format, although not technically necessary.
High-definition video (HD video) is video of higher resolution and quality than standard-definition. While there is no standardized meaning for high-definition , generally any video image with considerably more than 480 vertical scan lines (North America) or 576 vertical lines (Europe) is considered high-definition.
1440p video mastered from 4:3 ratio content can be displayed with 1920×1440 or higher resolution such as QXGA or 2304×1440 with scaling, windowboxing, or pillarboxing. Widescreen 16:9 aspect ratio 1440p requires 2560×1440 ( WQHD ) resolution, possible with WQXGA , 2560×1920, or higher resolution with letterboxing , scaling, or windowboxing.