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  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. 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.

  4. Penrose tiling - Wikipedia

    en.wikipedia.org/wiki/Penrose_tiling

    One approach is to color the vertices (with two colors, e.g., black and white) and require that adjacent tiles have matching vertices. [32] Another is to use a pattern of circular arcs (as shown above left in green and red) to constrain the placement of tiles: when two tiles share an edge in a tiling, the patterns must match at these edges.

  5. Polygon (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Polygon_(computer_graphics)

    Polygons are used in computer graphics to compose images that are three-dimensional in appearance. [1] Polygons are built up of vertices, and are typically used as triangles.. A model's polygons can be rendered and seen simply in a wire frame model, where the outlines of the polygons are seen, as opposed to having them be shaded.

  6. Polygon mesh - Wikipedia

    en.wikipedia.org/wiki/Polygon_mesh

    A position (usually in 3D space) along with other information such as color, normal vector and texture coordinates. edge A connection between two vertices. face A closed set of edges, in which a triangle face has three edges, and a quad face has four edges. A polygon is a coplanar set of faces. In systems that support multi-sided faces ...

  7. Texture filtering - Wikipedia

    en.wikipedia.org/wiki/Texture_filtering

    During the texture mapping process for any arbitrary 3D surface, a texture lookup takes place to find out where on the texture each pixel center falls. For texture-mapped polygonal surfaces composed of triangles typical of most surfaces in 3D games and movies, every pixel (or subordinate pixel sample) of that surface will be associated with some triangle(s) and a set of barycentric coordinates ...

  8. Polygonal modeling - Wikipedia

    en.wikipedia.org/wiki/Polygonal_modeling

    A polygon mesh of a dolphin In 3D computer graphics , polygonal modeling is an approach for modeling objects by representing or approximating their surfaces using polygon meshes . Polygonal modeling is well suited to scanline rendering and is therefore the method of choice for real-time computer graphics .

  9. IW (game engine) - Wikipedia

    en.wikipedia.org/wiki/IW_(game_engine)

    The IW engine is a game engine created and developed by Infinity Ward for the Call of Duty series.The engine was originally based on id Tech 3.Aside from Infinity Ward, the engine is also used by other Activision studios working on the series, including primary lead developers Treyarch and Sledgehammer Games, and support studios like Beenox, High Moon Studios, and Raven Software.