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Adaptive scalable texture compression (ASTC) is a lossy block-based texture compression algorithm developed by Jørn Nystad et al. of ARM Ltd. and AMD. [1]Full details of ASTC were first presented publicly at the High Performance Graphics 2012 conference, in a paper by Olson et al. entitled "Adaptive Scalable Texture Compression".
Isometric video game graphics are graphics employed in video games and pixel art that use a parallel projection, but which angle the viewpoint to reveal facets of the environment that would otherwise not be visible from a top-down perspective or side view, thereby producing a three-dimensional (3D) effect.
The image modification process is sometimes called color transfer or, when grayscale images are involved, brightness transfer function (BTF); it may also be called photometric camera calibration or radiometric camera calibration. The term image color transfer is a bit of a misnomer since most common algorithms transfer both color and shading ...
Alternatively, both formats may be self-contained by directly embedding binary data buffers (as base64-encoded strings in .gltf files or as raw byte arrays in .glb files). [ 3 ] [ 4 ] [ 5 ] An open standard developed and maintained by the Khronos Group , it supports 3D model geometry, appearance, scene graph hierarchy, and animation. [ 4 ]
In computing, on the X Window System, X11 color names are represented in a simple text file, which maps certain strings to RGB color values. It was traditionally shipped with every X11 installation, hence the name, and is usually located in <X11root> /lib/X11/rgb.txt .
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Name Windows macOS Linux Unix BSD iOS Android Other 3ds Max: Yes No No No No No No AC3D: Yes Yes Yes No No No No Art of Illusion — — — — — — — Java virtual machine
Inkscape can render primitive vector shapes (e.g. rectangles, ellipses, polygons, arcs, spirals, stars and 3D boxes) and text. These objects may be filled with solid colors, patterns, radial or linear color gradients and their borders may be stroked, both with adjustable transparency