enow.com Web Search

Search results

  1. Results from the WOW.Com Content Network
  2. Z-buffering - Wikipedia

    en.wikipedia.org/wiki/Z-buffering

    This makes the z-buffer appear black-and-white because it is not storing color information. The buffer has the same dimensions as the screen buffer for consistency. Primary visibility tests (such as back-face culling ) and secondary visibility tests (such as overlap checks and screen clipping) are usually performed on objects' polygons in order ...

  3. Shading - Wikipedia

    en.wikipedia.org/wiki/Shading

    Flat shading a textured cuboid Graphics complex of a seashell with flat shading modeled in Mathematica. Here, the lighting is evaluated only once for each polygon (usually for the first vertex in the polygon, but sometimes for the centroid for triangle meshes), based on the polygon's surface normal and on the assumption that all polygons are ...

  4. Texture mapping - Wikipedia

    en.wikipedia.org/wiki/Texture_mapping

    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.

  5. Voodoo2 - Wikipedia

    en.wikipedia.org/wiki/Voodoo2

    The 8 MB card has 2 MB of memory per texture mapping unit (TMU) vs. 4 MB on the 12 MB model. The 4 MB framebuffer on both cards support a maximum screen resolution of 800 × 600, while the increased texture memory on the 12 MB card allows more detailed textures. Some boards with 8 MB can be upgraded to 12 MB with an additional daughter board.

  6. Normal mapping - Wikipedia

    en.wikipedia.org/wiki/Normal_mapping

    In 1978 Jim Blinn described how the normals of a surface could be perturbed to make geometrically flat faces have a detailed appearance. [2] The idea of taking geometric details from a high polygon model was introduced in "Fitting Smooth Surfaces to Dense Polygon Meshes" by Krishnamurthy and Levoy, Proc. SIGGRAPH 1996, [3] where this approach was used for creating displacement maps over nurbs.

  7. Heightmap - Wikipedia

    en.wikipedia.org/wiki/Heightmap

    A heightmap contains one channel interpreted as a distance of displacement or "height" from the "floor" of a surface and sometimes visualized as luma of a grayscale image, with black representing minimum height and white representing maximum height. When the map is rendered, the designer can specify the amount of displacement for each unit of ...

  8. Today's Wordle Hint, Answer for #1258 on Thursday, November ...

    www.aol.com/todays-wordle-hint-answer-1258...

    Today's Wordle Answer for #1258 on Thursday, November 28, 2024. Today's Wordle answer on Thursday, November 28, 2024, is CHOCK. How'd you do? Next: Catch up on other Wordle answers from this week.

  9. Z-fighting - Wikipedia

    en.wikipedia.org/wiki/Z-fighting

    Z-fighting which cannot be entirely eliminated in this manner is often resolved by the use of a stencil buffer, or by applying a post-transformation screen space z-buffer offset to one polygon which does not affect the projected shape on screen but does affect the z-buffer value to eliminate the overlap during pixel interpolation and comparison ...