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The use of high-dynamic-range imaging (HDRI) in computer graphics was introduced by Greg Ward in 1985 with his open-source Radiance rendering and lighting simulation software which created the first file format to retain a high-dynamic-range image. HDRI languished for more than a decade, held back by limited computing power, storage, and ...
The GD Graphics Library is a graphics software library for dynamically manipulating images. It can create GIFs , JPEGs , PNGs , and WBMPs . The images can be composed of lines, arcs, text (using program-selected fonts), other images, and multiple colors, supporting truecolor images, alpha channels , resampling , and many other features.
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 method for mapping a texture on a computer-generated graphic. "Texture" in this context can be high frequency detail, surface texture, or color.
Given sufficient graphics processing power even graphics programmers would like to use better formats, such as floating point data formats, to obtain effects such as high-dynamic-range imaging. Many GPGPU applications require floating point accuracy, which came with video cards conforming to the DirectX 9 specification.
GDS = Graphic Design System (see [GDS78]) Initially, GDSII was designed as a stream format used to control integrated circuit photomask plotting. Despite its limited set of features and low data density, it became the industry conventional stream format for transfer of IC layout data between design tools of different vendors, all of which ...
Gmax is an application based on Autodesk's 3ds Max application used by professional computer graphics artists. 3ds Max is a comprehensive modeling, animation and rendering package with some secondary post-production and compositing features. Gmax is much more limited due to its singular intended use—game content creation.
In computer graphics, a texel, texture element, or texture pixel is the fundamental unit of a texture map. [1] Textures are represented by arrays of texels representing the texture space, just as other images are represented by arrays of pixels. Texels can also be described by image regions that are obtained through simple procedures such as ...
Texture - The rate at which textures can be mapped by the texture mapping units onto a polygon mesh. Measured in texels/s. Performance. Shader operations - How many operations the pixel shaders (or unified shaders in Direct3D 10 and newer GPUs) can perform. Measured in operations/s.