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Texture mapping [1] [2] [3] is a term used in computer graphics to describe how 2D images are projected onto 3D models. The most common variant is the UV unwrap , which can be described as an inverse paper cutout, where the surfaces of a 3D model is cut apart so that it can be unfolded into a 2D coordinate space (UV Space).
A high-mass X-ray binary (HMXB) is a binary star system that is strong in X rays, and in which the normal stellar component is a massive star: usually an O or B star, a blue supergiant, or in some cases, a red supergiant or a Wolf–Rayet star. The compact, X-ray emitting, component is a neutron star or black hole. [1]
X-ray star may refer to: Be/X-ray binary, a class of high-mass X-ray binaries that consist of a Be star and a neutron star; X-ray binary, a class of binary stars that are luminous in X-rays; X-ray burster, a class of X-ray binary stars exhibiting periodic and rapid increases in luminosity that peak in the X-ray regime of the electromagnetic ...
Parallax mapping is essentially a method by which rough or uneven surfaces on a 2D texture can be "pulled out" to take on the appearance of a 3D surface. Technically, this is implemented by displacing the texture coordinates at a point on the rendered polygon by a function of the view angle in tangent space (the angle relative to the surface ...
Be/X-ray binaries (BeXRBs or BeXBs [1]) are a class of high-mass X-ray binaries that consist of a Be star and a neutron star. The neutron star is usually in a wide highly elliptical orbit around the Be star. The Be stellar wind forms a disk confined to a plane often different from the orbital plane of the neutron star. When the neutron star ...
In computer graphics, a texture atlas (also called a spritesheet or an image sprite in 2D game development) is an image containing multiple smaller images, usually packed together to reduce overall dimensions. [1] An atlas can consist of uniformly-sized images or images of varying dimensions. [1]
Projective texture mapping is a method of texture mapping that allows a textured image to be projected onto a scene as if by a slide projector. Projective texture mapping is useful in a variety of lighting techniques and it is the starting point for shadow mapping .
Natalya Tatarchuk conducted presentations of the technology at SIGGRAPH in 2005. [3] It was used in ATI 's 'Toy Shop Demo' to showcase the Radeon X1800 's Ultra-Threaded SM 3.0 technology. [ 4 ] It is used in video games and rendering engines such as Unigine , [ 5 ] CryEngine 2 , [ 6 ] and CryEngine 3 and Unreal Engine 4. [ 7 ]