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  2. Texture filtering - Wikipedia

    en.wikipedia.org/wiki/Texture_filtering

    Mipmapping is a standard technique used to save some of the filtering work needed during texture minification. [2] It is also highly beneficial for cache coherency - without it the memory access pattern during sampling from distant textures will exhibit extremely poor locality, adversely affecting performance even if no filtering is performed.

  3. Procedural texture - Wikipedia

    en.wikipedia.org/wiki/Procedural_texture

    In computer graphics, a procedural texture [1] is a texture created using a mathematical description (i.e. an algorithm) rather than directly stored data. The advantage of this approach is low storage cost, unlimited texture resolution and easy texture mapping . [ 2 ]

  4. Texture mapping - Wikipedia

    en.wikipedia.org/wiki/Texture_mapping

    Mapping a two-dimensional texture onto a 3D model 1: 3D model without textures 2: Same model with textures. Texture mapping [1] [2] [3] is a method for mapping a texture on a computer-generated graphic. "Texture" in this context can be high frequency detail, surface texture, or color.

  5. Normal mapping - Wikipedia

    en.wikipedia.org/wiki/Normal_mapping

    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. A normal pointing to right of the texture (1,0,0) is mapped to (255,128,128). Hence the right edge of an object is usually light red.

  6. Image texture - Wikipedia

    en.wikipedia.org/wiki/Image_texture

    Artificial texture example. Natural texture example. An image texture is the small-scale structure perceived on an image, based on the spatial arrangement of color or intensities. [1] It can be quantified by a set of metrics calculated in image processing. Image texture metrics give us information about the whole image or selected regions. [1]

  7. S3 Texture Compression - Wikipedia

    en.wikipedia.org/wiki/S3_Texture_Compression

    S3 Texture Compression (S3TC) (sometimes also called DXTn, DXTC, or BCn) is a group of related lossy texture compression algorithms originally developed by Iourcha et al. of S3 Graphics, Ltd. [1] [2] for use in their Savage 3D computer graphics accelerator.

  8. High-Level Shader Language - Wikipedia

    en.wikipedia.org/wiki/High-Level_Shader_Language

    A vertex shader is executed for each vertex that is submitted by the application, and is primarily responsible for transforming the vertex from object space to view space, generating texture coordinates, and calculating lighting coefficients such as the vertex's normal, tangent, and bitangent vectors.

  9. Dilbert's Desktop Games - Wikipedia

    en.wikipedia.org/wiki/Dilbert's_Desktop_Games

    Similar to Can-O-Matic; managers are fired from a large slingshot and must land on various cities and modes of transportation. The Techno Raiders minigame. Boss Evaders A Space Invaders take-off; Dilbert must avoid the pink slips shot at him by fleets of descending managers while attempting to hit them with reports. Project Pass-Off