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  2. 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.

  3. Texel (graphics) - Wikipedia

    en.wikipedia.org/wiki/Texel_(graphics)

    Voronoi polygons for a group of texels. In computer graphics, a texel, texture element, or texture pixel is the fundamental unit of a texture map. [1] Textures are represented by arrays of texels representing the texture space, just as other images are represented by arrays of pixels.

  4. Normal mapping - Wikipedia

    en.wikipedia.org/wiki/Normal_mapping

    In 1978 Jim Blinn described how the normals of a surface could be perturbed to make geometrically flat faces have a detailed appearance. [2] The idea of taking geometric details from a high polygon model was introduced in "Fitting Smooth Surfaces to Dense Polygon Meshes" by Krishnamurthy and Levoy, Proc. SIGGRAPH 1996, [3] where this approach was used for creating displacement maps over nurbs.

  5. UV mapping - Wikipedia

    en.wikipedia.org/wiki/UV_mapping

    UV texturing permits polygons that make up a 3D object to be painted with color (and other surface attributes) from an ordinary image. The image is called a UV texture map. [ 1 ] The UV mapping process involves assigning pixels in the image to surface mappings on the polygon, usually done by "programmatically" copying a triangular piece of the ...

  6. Wavefront .obj file - Wikipedia

    en.wikipedia.org/wiki/Wavefront_.obj_file

    The OBJ file format is a simple data-format that represents 3D geometry alone — namely, the position of each vertex, the UV position of each texture coordinate vertex, vertex normals, and the faces that make each polygon defined as a list of vertices, and texture vertices. Vertices are stored in a counter-clockwise order by default, making ...

  7. Tessellation (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Tessellation_(computer...

    In computer graphics, tessellation is the dividing of datasets of polygons (sometimes called vertex sets) presenting objects in a scene into suitable structures for rendering. Especially for real-time rendering, data is tessellated into triangles, for example in OpenGL 4.0 and Direct3D 11. [1] [2]

  8. Polygon mesh - Wikipedia

    en.wikipedia.org/wiki/Polygon_mesh

    However, many renderers either support quads and higher-sided polygons, or are able to convert polygons to triangles on the fly, making it unnecessary to store a mesh in a triangulated form. vertex A position (usually in 3D space) along with other information such as color, normal vector and texture coordinates. edge A connection between two ...

  9. Low poly - Wikipedia

    en.wikipedia.org/wiki/Low_poly

    Low poly is a polygon mesh in 3D computer graphics that has a relatively small number of polygons. Low poly meshes occur in real-time applications (e.g. games) as contrast with high-poly meshes in animated movies and special effects of the same era.