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  2. Bitmap textures - Wikipedia

    en.wikipedia.org/wiki/Bitmap_textures

    If the texture is meant to be used in multimedia, 3D animation or web design, they are created in a maximum resolution equal to that of the final display. Vector graphics are an alternative to bitmap images and are made of geometric shapes, lines and curves which rely on mathematical formulas to maintain their shape.

  3. Mipmap - Wikipedia

    en.wikipedia.org/wiki/Mipmap

    Rendering speed increases since the number of texture pixels being processed per display pixel can be much lower for similar results with the simpler mipmap textures. If using a limited number of texture samples per display pixel (as is the case with bilinear filtering ) then artifacts are reduced since the mipmap images are effectively already ...

  4. Texture filtering - Wikipedia

    en.wikipedia.org/wiki/Texture_filtering

    During the texture mapping process for any arbitrary 3D surface, a texture lookup takes place to find out where on the texture each pixel center falls. For texture-mapped polygonal surfaces composed of triangles typical of most surfaces in 3D games and movies, every pixel (or subordinate pixel sample) of that surface will be associated with some triangle(s) and a set of barycentric coordinates ...

  5. Texture mapping - Wikipedia

    en.wikipedia.org/wiki/Texture_mapping

    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.

  6. Texture atlas - Wikipedia

    en.wikipedia.org/wiki/Texture_atlas

    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

  7. Adaptive scalable texture compression - Wikipedia

    en.wikipedia.org/wiki/Adaptive_scalable_texture...

    Adaptive scalable texture compression (ASTC) is a lossy block-based texture compression algorithm developed by Jørn Nystad et al. of ARM Ltd. and AMD. [1]Full details of ASTC were first presented publicly at the High Performance Graphics 2012 conference, in a paper by Olson et al. entitled "Adaptive Scalable Texture Compression".

  8. File:512x512-No-Noise.jpg - Wikipedia

    en.wikipedia.org/wiki/File:512x512-No-Noise.jpg

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

  9. Texel (graphics) - Wikipedia

    en.wikipedia.org/wiki/Texel_(graphics)

    When a texel is requested that is outside of the texture, one of two techniques is used: clamping or wrapping. Clamping limits the texel to the texture size, moving it to the nearest edge if it is more than the texture size. Wrapping moves the texel in increments of the texture's size to bring it back into the texture. Wrapping causes a texture ...