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1:1 pixel mapping is a video display technique applicable to devices with native fixed pixels, such as LCD monitors and plasma displays. A monitor that has been set to 1:1 pixel mapping will display an input source without scaling it, such that each pixel received is mapped to a single native pixel on the monitor.
1:1 may refer to: 1:1 scale; 1:1 correspondence, the same as a set-theoretical bijection; 1:1 line in a 2-dimensional Cartesian coordinates; 1:1 aspect ratio (image), the square format; 1:1 pixel mapping; 1:1, an animated film by Richard Reeves (2001) One to one computing (education) Koenigsegg One:1, a model of the Koenigsegg Agera sports car
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 ...
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.
A simple example of global tone mapping filter is = + (Reinhard), where V in is the luminance of the original pixel and V out is the luminance of the filtered pixel. [4] This function will map the luminance V in in the domain [ 0 , ∞ ) {\displaystyle [0,\infty )} to a displayable output range of [ 0 , 1 ) . {\displaystyle [0,1).}
In some contexts, the term bitmap implies one bit per pixel, whereas pixmap is used for images with multiple bits per pixel. [3] [4] A bitmap is a type of memory organization or image file format used to store digital images. The term bitmap comes from the computer programming terminology, meaning just a map of bits, a spatially mapped array of ...
Per-pixel lighting is commonly used with techniques, such as blending, alpha blending, alpha to coverage, anti-aliasing, texture filtering, clipping, hidden-surface determination, Z-buffering, stencil buffering, shading, mipmapping, normal mapping, bump mapping, displacement mapping, parallax mapping, shadow mapping, specular mapping, shadow ...
Might be worth mentioning that stretching doesn't work very well on LCD and other digital displays which have a finite number of pixels. ie fine text looks terrible scaled. Also possibly other names, samsung calls it "Just Scan" on their tvs. Themania 09:12, 9 September 2008 (UTC)