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Z-fighting, also called stitching or planefighting, is a phenomenon in 3D rendering that occurs when two or more primitives have very similar distances to the camera. This would cause them to have near-similar or identical values in the z-buffer , which keeps track of depth.
The cube map is generated by first rendering the scene six times from a viewpoint, with the views defined by a 90 degree view frustum representing each cube face. [1] Or if the environment is first considered to be projected onto a sphere , then each face of the cube is its Gnomonic projection .
Simulation showing how adjusting the angle of view of a camera, while varying the camera's distance and keeping the object in frame, results in vastly differing images. At narrow angles and long distances, light rays are nearly parallel, resulting in a "flattened" image. At wide angles and short distances, objects appear foreshortened or distorted.
The influence of different draw distances (Higher distances show more area.) In computer graphics, draw distance (render distance or view distance) is the maximum distance of objects in a three-dimensional scene that are drawn by the rendering engine.
This is an accepted version of this page This is the latest accepted revision, reviewed on 12 January 2025. System to display a view of a 3D virtual world Virtual camera system demo showing parameters of the camera that can be adjusted Part of a series on Video game graphics Types 2.5D & 3/4 perspective First-person view Fixed 3D Full motion video based game Graphic adventure game Isometric ...
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Temporal anti-aliasing (TAA) is a spatial anti-aliasing technique for computer-generated video that combines information from past frames and the current frame to remove jaggies in the current frame.
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