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  2. Lightmap - Wikipedia

    en.wikipedia.org/wiki/Lightmap

    A surface can have a lightmap that has the same area, so a 1:1 ratio, or smaller, so the lightmap is stretched to fit. Lightmaps in games are usually colored texture maps. They are usually flat, without information about the light's direction, whilst some game engines use multiple lightmaps to provide approximate directional information to ...

  3. Computer graphics lighting - Wikipedia

    en.wikipedia.org/wiki/Computer_graphics_lighting

    Computer graphics lighting is the collection of techniques used to simulate light in computer graphics scenes. While lighting techniques offer flexibility in the level of detail and functionality available, they also operate at different levels of computational demand and complexity.

  4. Per-pixel lighting - Wikipedia

    en.wikipedia.org/wiki/Per-pixel_lighting

    Real-time applications, such as video games, usually implement per-pixel lighting through the use of pixel shaders, allowing the GPU hardware to process the effect. The scene to be rendered is first rasterized onto a number of buffers storing different types of data to be used in rendering the scene, such as depth, normal direction, and diffuse color.

  5. Global illumination - Wikipedia

    en.wikipedia.org/wiki/Global_illumination

    Global illumination [1] (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting to 3D scenes. Such algorithms take into account not only the light that comes directly from a light source (direct illumination), but also subsequent cases in which light rays from the same source are reflected by other surfaces in the ...

  6. Normal mapping - Wikipedia

    en.wikipedia.org/wiki/Normal_mapping

    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. A normal pointing to top of the texture (0,1,0) is mapped to (128,255,128). Hence the top edge of an object is usually light green. A normal pointing to left of the texture (-1,0,0) is mapped to (0,128,128).

  7. Polynomial texture mapping - Wikipedia

    en.wikipedia.org/wiki/Polynomial_texture_mapping

    Polynomial texture mapping (PTM), also known as Reflectance Transformation Imaging (RTI), is a technique of imaging and interactively displaying objects under varying lighting conditions to reveal surface phenomena. The data acquisition method is Single Camera Multi Light (SCML). [1]

  8. Category:Light sources - Wikipedia

    en.wikipedia.org/wiki/Category:Light_sources

    Main page; Contents; Current events; Random article; About Wikipedia; Contact us; Pages for logged out editors learn more

  9. Specularity - Wikipedia

    en.wikipedia.org/wiki/Specularity

    (of reflected light) directed, as from a smooth, polished surface (opposed to diffuse). A specular surface is a highly smooth surface. When the surface is very smooth, the reflected highlight is easy to see. As the surface becomes rougher, the reflected highlights gets broader and dimmer. This is a more "diffused" reflection. [1] [2]

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