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One may also exploit the use of individual color channels to increase detail. For example, a standard RGB 8-bit image can only show 256 values of grey and hence only 256 heights. By using colors, a greater number of heights can be stored (for a 24-bit image, 256 3 = 16,777,216 heights can be represented (256 4 = 4,294,967,296 if the alpha ...
Hence the parts of object directly facing the viewer are light blue. The most common color in a normal map. A normal pointing to top right corner of the texture (1,1,0) is mapped to (255,255,128). Hence the top-right corner of an object is usually light yellow. The brightest part of a color map.
Bump mapping [1] is a texture mapping technique in computer graphics for simulating bumps and wrinkles on the surface of an object. This is achieved by perturbing the surface normals of the object and using the perturbed normal during lighting calculations. The result is an apparently bumpy surface rather than a smooth surface, although the ...
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.
The octree color quantization algorithm, invented by Gervautz and Purgathofer in 1988, encodes image color data as an octree up to nine levels deep. Octrees are used because = and there are three color components in the RGB system. The node index to branch out from at the top level is determined by a formula that uses the most significant bits ...
A depth buffer, also known as a z-buffer, is a type of data buffer used in computer graphics to represent depth information of objects in 3D space from a particular perspective. The depth is stored as a height map of the scene, the values representing a distance to camera, with 0 being the closest.
Displacement mapping is an alternative computer graphics technique in contrast to bump, normal, and parallax mapping, using a texture or height map to cause an effect where the actual geometric position of points over the textured surface are displaced, often along the local surface normal, according to the value the texture function evaluates to at each point on the surface. [1]
UV texturing is an alternative to projection mapping (e.g., using any pair of the model's X, Y, Z coordinates or any transformation of the position); it only maps into a texture space rather than into the geometric space of the object. The rendering computation uses the UV texture coordinates to determine how to paint the three-dimensional surface.