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SoilGrids1km is a collection of updatable soil property and class maps of the world at a resolution of 1 km produced using state-of-the-art model-based statistical methods. Presents estimates (means and 90% confidence intervals) for pH, texture (sa, si, cl), organic carbon and more for 6 depth layers up to 2 m depth. Harmonized World Soil Database
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.
SOLEX is a free computer application that calculates and displays the positions and dynamics of bodies that are part of the Solar System. It was developed by Aldo Vitagliano, a professor of inorganic chemistry at the Federico II University of Naples. SOLEX can generate ephemeris of Solar System objects, including planets and asteroids.
Parallax mapping is essentially a method by which rough or uneven surfaces on a 2D texture can be "pulled out" to take on the appearance of a 3D surface. Technically, this is implemented by displacing the texture coordinates at a point on the rendered polygon by a function of the view angle in tangent space (the angle relative to the surface ...
Practical Texture Atlases - A guide on using a texture atlas (and the pros and cons). A thousand ways to pack the bin - Review and benchmark of the different packing algorithms; Sprite Sheets - Essential Facts Every Game Developer Should Know - Funny video explaining the benefits of using sprite sheets; What is Texture Atlas?
Texture compression is a specialized form of image compression designed for storing texture maps in 3D computer graphics rendering systems. Unlike conventional image compression algorithms, texture compression algorithms are optimized for random access. Texture compression can be applied to reduce memory usage at runtime.
Texture units in a video card take a texture and 'map' it to a piece of geometry. That is, they wrap the texture around the geometry and produce textured pixels which can then be written to the screen. Textures can be an actual image, a lightmap, or even normal maps for advanced surface lighting effects.
When the scene is rendered, each triangle will map to the appropriate texture from the "decal sheet". A UV map can either be generated automatically by the software application, made manually by the artist, or some combination of both. Often a UV map will be generated, and then the artist will adjust and optimize it to minimize seams and overlaps.