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  2. Physically based rendering - Wikipedia

    en.wikipedia.org/wiki/Physically_based_rendering

    Physically based rendering (PBR) is a computer graphics approach that seeks to render images in a way that models the lights and surfaces with optics in the real world. It is often referred to as "Physically Based Lighting" or "Physically Based Shading".

  3. Procedural texture - Wikipedia

    en.wikipedia.org/wiki/Procedural_texture

    Solid texturing is a process where the texture generating function is evaluated over at each visible surface point of the model so the resulting material properties (like color, shininess or normal) depends only on their 3D position, not their parametrized 2D surface position like in traditional 2D texture mapping. Consequently, solid textures ...

  4. glTF - Wikipedia

    en.wikipedia.org/wiki/GlTF

    PBR extensions model the physical appearance of real-world objects, allowing developers to create realistic 3D assets that have the correct appearance. As new PBR extensions are released, they continue to expand PBR capabilities within the glTF framework, allowing a wider range of scenes and objects to be realistically rendered as 3D assets.

  5. 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.

  6. Ubisoft Anvil - Wikipedia

    en.wikipedia.org/wiki/Ubisoft_Anvil

    For Assassin's Creed Unity there has been a similar upgrade, advanced control mechanics with physically based rendering (PBR) being the stand-out addition, enabling materials, objects and surfaces to look and react more realistically to lighting, shading and shadowing. Furthermore, the global illumination system is now more realistic with the ...

  7. Wavefront .obj file - Wikipedia

    en.wikipedia.org/wiki/Wavefront_.obj_file

    The Material Template Library format (MTL) or .MTL File Format is a companion file format to .OBJ, also defined by Wavefront Technologies, that describes surface shading (material) properties of objects within one or more .OBJ files. A .OBJ file references one or more .MTL files (called "material libraries"), and from there, references one or ...

  8. “Meet the Parents ”to expand the circle of trust with a ...

    www.aol.com/meet-parents-expand-circle-trust...

    The woes of Greg Focker aren't over just yet. Ben Stiller, Robert De Niro, Teri Polo, and Blythe Danner are in early talks to return for a fourth Meet the Parents movie, nearly 15 years after they ...

  9. Deferred shading - Wikipedia

    en.wikipedia.org/wiki/Deferred_shading

    Positions, normals, and materials for each surface are rendered into the geometry buffer using "render to texture". After this, a pixel shader computes the direct and indirect lighting at each pixel using the information of the texture buffers in screen space .