Search results
Results from the WOW.Com Content Network
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]
Plasma fractal Animated plasma fractal with color cycling. The diamond-square algorithm is a method for generating heightmaps for computer graphics.It is a slightly better algorithm than the three-dimensional implementation of the midpoint displacement algorithm, which produces two-dimensional landscapes.
Most modern 3D computer modelling programs are capable of using data from heightmaps in the form of bump, normal, or displacement maps to quickly and precisely create complex terrain and other surfaces. In the earliest games using software rendering, the elements often represented heights of columns of voxels rendered with ray casting.
Relief mapping and parallax occlusion mapping are other common names for these techniques. Interval mapping improves on the usual binary search done in relief mapping by creating a line between known inside and outside points and choosing the next sample point by intersecting this line with a ray, rather than using the midpoint as in a ...
Generic Mapping Tools [16] Map generation and analysis Lamont–Doherty and University of Hawaii: GPL: Cross-platform: C: Implemented in OpendTect GPlates [17] Interactive visualization of plate tectonics University of Sydney, Caltech, NGU: GPL: Cross-platform: C++, Python: Implements GPML: OpenStereo [18] [19] Geoscience plotting tool
In computer graphics, relief mapping is a texture mapping technique first introduced in 2000 [1] used to render the surface details of three-dimensional objects accurately and efficiently. [2] It can produce accurate depictions of self-occlusion, self-shadowing, and parallax. [3] It is a form of short-distance ray tracing done in a pixel shader.
This page was last edited on 4 June 2016, at 15:56 (UTC).; Text is available under the Creative Commons Attribution-ShareAlike 4.0 License; additional terms may apply ...
Together with a vector of one crystallographic plane depicted in the image, the amplitude and phase can be used to generate a 2D map of d-spacing. [1] If two vectors of non-parallel planes are known, the method can be used to generate maps of strain and displacement. [2]