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  2. Worley noise - Wikipedia

    en.wikipedia.org/wiki/Worley_noise

    A cellular texture basis function (PDF). Proceedings of the 23rd annual conference on computer graphics and interactive techniques. acm.org. pp. 291– 294. ISBN 0-89791-746-4. David S. Ebert; F. Kenton Musgrave; Darwyn Peachey; Ken Perlin; Steve Worley (2002). Texturing and Modeling: A Procedural Approach. Morgan Kaufmann. pp. 135– 155.

  3. Texture synthesis - Wikipedia

    en.wikipedia.org/wiki/Texture_synthesis

    Texture synthesis is the process of algorithmically constructing a large digital image from a small digital sample image by taking advantage of its structural content. It is an object of research in computer graphics and is used in many fields, amongst others digital image editing , 3D computer graphics and post-production of films .

  4. Perlin noise - Wikipedia

    en.wikipedia.org/wiki/Perlin_noise

    Perlin noise is a procedural texture primitive, a type of gradient noise used by visual effects artists to increase the appearance of realism in computer graphics. The function has a pseudo-random appearance, yet all of its visual details are the same size. This property allows it to be readily controllable; multiple scaled copies of Perlin ...

  5. DeepSeek isn’t China’s only new AI model, and analysts are ...

    www.aol.com/finance/deepseek-isn-t-china-only...

    The Hunyuan 3D 2.0 includes two foundation components: a large-scale shape generation model, the Hunyuan3D-DiT, and a large-scale texture synthesis model called Hunyuan 3D-paint.

  6. Procedural texture - Wikipedia

    en.wikipedia.org/wiki/Procedural_texture

    In computer graphics, a procedural texture [1] is a texture created using a mathematical description (i.e. an algorithm) rather than directly stored data. The advantage of this approach is low storage cost, unlimited texture resolution and easy texture mapping . [ 2 ]

  7. Texture mapping unit - Wikipedia

    en.wikipedia.org/wiki/Texture_mapping_unit

    This is called texture mapping and is accomplished by texture mapping units (TMUs) on the videocard. Texture fill rate is a measure of the speed with which a particular card can perform texture mapping. Though pixel shader processing is becoming more important, this number still holds some weight. Best example of this is the X1600 XT.

  8. 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".

  9. VistaPro - Wikipedia

    en.wikipedia.org/wiki/VistaPro

    VistaPro is 3D scenery generator for the Amiga, Macintosh, MS-DOS, and Microsoft Windows.It was written by John Hinkley as the follow-up to the initial version, Vista. [1] [2] The about box describes it as "a 3-D landscape generator and projector capable of accurately displaying real-world and fractal landscapes."