Search results
Results from the WOW.Com Content Network
Much of this work was done at the Cornell University Program of Computer Graphics; a 1997 paper from that lab [1] describes the work done at Cornell in this area to that point. "Physically Based Shading" was introduced by Yoshiharu Gotanda during the course Physically-Based Shading Models in Film and Game Production at the SIGGRAPH 2010.
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 ...
Mapping a two-dimensional texture onto a 3D model 1: 3D model without textures 2: Same model with textures. Texture mapping [1] [2] [3] is a term used in computer graphics to describe how 2D images are projected onto 3D models.
For premium support please call: 800-290-4726 more ways to reach us
SSAO component of a typical game scene. The algorithm is implemented as a pixel shader, analyzing the scene depth buffer which is stored in a texture. For every pixel on the screen, the pixel shader samples the depth values around the current pixel and tries to compute the amount of occlusion from each of the sampled points.
A much shorter wavelength (~6.7 nm) would be beyond EUV, and is often referred to as BEUV (beyond extreme ultraviolet). [336] With current technology, BEUV wavelengths would have worse shot noise effects without ensuring sufficient dose. [337] (The generally accepted 'border' of UV is 10nm below which the (soft) x-ray region begins.)
The maximal allowed cw-powers for the laser classes 1, 2, 3R and 3B according to the standard EN 60825-1:2007. Note that these values hold only for static, point-like laser sources (i.e. collimated or weakly divergent laser beams). Lasers have been classified by wavelength and power [18] into four classes and a few subclasses since the early ...
An example of bloom in a computer-generated image (from Elephants Dream).The light on the bright background bleeds on the darker areas, such as the walls and the characters.