enow.com Web Search

Search results

  1. Results from the WOW.Com Content Network
  2. List of rock textures - Wikipedia

    en.wikipedia.org/wiki/List_of_rock_textures

    Main page; Contents; Current events; Random article; About Wikipedia; Contact us; Help; Learn to edit; Community portal; Recent changes; Upload file

  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. 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.

  5. 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.

  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. 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. 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

  9. Projective texture mapping - Wikipedia

    en.wikipedia.org/wiki/Projective_texture_mapping

    Projective texture mapping is a method of texture mapping that allows a textured image to be projected onto a scene as if by a slide projector. Projective texture mapping is useful in a variety of lighting techniques and it is the starting point for shadow mapping .