enow.com Web Search

Search results

  1. Results from the WOW.Com Content Network
  2. Normal mapping - Wikipedia

    en.wikipedia.org/wiki/Normal_mapping

    A texture map (left). The corresponding normal map in tangent space (center). The normal map applied to a sphere in object space (right). Normal map reuse is made possible by encoding maps in tangent space. The tangent space is a vector space, which is tangent to the model's surface. The coordinate system varies smoothly (based on the ...

  3. Bump mapping - Wikipedia

    en.wikipedia.org/wiki/Bump_mapping

    The modified surface normal is then used for lighting calculations (using, for example, the Phong reflection model) giving the appearance of detail instead of a smooth surface. Bump mapping is much faster and consumes fewer resources for the same level of detail compared to displacement mapping because the geometry remains unchanged.

  4. Per-pixel lighting - Wikipedia

    en.wikipedia.org/wiki/Per-pixel_lighting

    Per-pixel lighting is commonly used with techniques, such as blending, alpha blending, alpha to coverage, anti-aliasing, texture filtering, clipping, hidden-surface determination, Z-buffering, stencil buffering, shading, mipmapping, normal mapping, bump mapping, displacement mapping, parallax mapping, shadow mapping, specular mapping, shadow ...

  5. UV mapping - Wikipedia

    en.wikipedia.org/wiki/UV_mapping

    UV mapping is the 3D modeling process of projecting a 3D model's surface to a 2D image for texture mapping. The letters "U" and "V" denote the axes of the 2D texture because "X", "Y", and "Z" are already used to denote the axes of the 3D object in model space, while "W" (in addition to XYZ) is used in calculating quaternion rotations, a common ...

  6. Parallax mapping - Wikipedia

    en.wikipedia.org/wiki/Parallax_mapping

    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 ...

  7. Cube mapping - Wikipedia

    en.wikipedia.org/wiki/Cube_mapping

    The lower left image shows a scene with a viewpoint marked with a black dot. The upper image shows the net of the cube mapping as seen from that viewpoint, and the lower right image shows the cube superimposed on the original scene. In computer graphics, cube mapping is a method of environment mapping that uses the six faces of a cube as the ...

  8. 3Dc - Wikipedia

    en.wikipedia.org/wiki/3Dc

    The target application, normal mapping, is an extension of bump mapping that simulates lighting on geometric surfaces by reading surface normals from a rectilinear grid analogous to a texture map - giving simple models the impression of increased complexity. This additional channel however increases the load on the graphics system's memory ...

  9. Texture compression - Wikipedia

    en.wikipedia.org/wiki/Texture_compression

    By adding further compression, a programmer can reduce the efficiency gap. The extra layer can be decompressed by the CPU so that the GPU receives a normal compressed texture, [3] or in newer methods, decompressed by the GPU itself. Supercompression saves the same amount of VRAM as regular texture compression, but saves more disk space and ...