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  2. Shadow mapping - Wikipedia

    en.wikipedia.org/wiki/Shadow_mapping

    This is the basic principle used to create a shadow map. The light's view is rendered, storing the depth of every surface it sees (the shadow map). Next, the regular scene is rendered comparing the depth of every point drawn (as if it were being seen by the light, rather than the eye) to this depth map.

  3. General game playing - Wikipedia

    en.wikipedia.org/wiki/General_game_playing

    General video game playing (GVGP) is the concept of GGP adjusted to the purpose of playing video games. For video games, game rules have to be either learnt over multiple iterations by artificial players like TD-Gammon , [ 5 ] or are predefined manually in a domain-specific language and sent in advance to artificial players [ 6 ] [ 7 ] like in ...

  4. Projective texture mapping - Wikipedia

    en.wikipedia.org/wiki/Projective_texture_mapping

    The previous algorithm can then be reformulated by simply considering two model-view-projection matrices: one from the eye point of view and the other from the projector point of view. In this case, the projector model-view-projection matrix is essentially the aforementioned concentration of eye-linear tcGen with the intended projector shift ...

  5. Multisample anti-aliasing - Wikipedia

    en.wikipedia.org/wiki/Multisample_anti-aliasing

    Multisample anti-aliasing (MSAA) is a type of spatial anti-aliasing, a technique used in computer graphics to remove jaggies.. It is an optimization of supersampling, where only the necessary parts are sampled more.

  6. Fast inverse square root - Wikipedia

    en.wikipedia.org/wiki/Fast_inverse_square_root

    Lighting and reflection calculations, as in the video game OpenArena, use the fast inverse square root code to compute angles of incidence and reflection.. Fast inverse square root, sometimes referred to as Fast InvSqrt() or by the hexadecimal constant 0x5F3759DF, is an algorithm that estimates , the reciprocal (or multiplicative inverse) of the square root of a 32-bit floating-point number in ...

  7. Stochastic dynamic programming - Wikipedia

    en.wikipedia.org/wiki/Stochastic_dynamic_programming

    A gambler has $2, she is allowed to play a game of chance 4 times and her goal is to maximize her probability of ending up with a least $6. If the gambler bets $ on a play of the game, then with probability 0.4 she wins the game, recoup the initial bet, and she increases her capital position by $; with probability 0.6, she loses the bet amount $; all plays are pairwise independent.

  8. Field of view in video games - Wikipedia

    en.wikipedia.org/wiki/Field_of_view_in_video_games

    In first person video games, the field of view or field of vision (abbreviated FOV) is the extent of the observable game world that is seen on the display at any given moment. It is typically measured as an angle , although whether this angle is the horizontal, vertical, or diagonal component of the field of view varies from game to game.

  9. Proximal gradient method - Wikipedia

    en.wikipedia.org/wiki/Proximal_gradient_method

    Proximal gradient methods starts by a splitting step, in which the functions ,..., are used individually so as to yield an easily implementable algorithm. They are called proximal because each non-differentiable function among f 1 , . . . , f n {\displaystyle f_{1},...,f_{n}} is involved via its proximity operator .