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  2. Draw distance - Wikipedia

    en.wikipedia.org/wiki/Draw_distance

    Draw distance requires definition because a processor having to render objects out to an infinite distance would slow down the application to an unacceptable speed. [1] As the draw distance increases, more distant polygons need to be drawn onto the screen that would regularly be clipped .

  3. Clipping (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Clipping_(computer_graphics)

    In one example application, consider an image editing program. A user application may render the image into a viewport. As the user zooms and scrolls to view a smaller portion of the image, the application can set a clip boundary so that pixels outside the viewport are not rendered.

  4. Viewing frustum - Wikipedia

    en.wikipedia.org/wiki/Viewing_frustum

    A view frustum The appearance of an object in a pyramid of vision When creating a parallel projection, the viewing frustum is shaped like a box as opposed to a pyramid.. In 3D computer graphics, a viewing frustum [1] or view frustum [2] is the region of space in the modeled world that may appear on the screen; it is the field of view of a perspective virtual camera system.

  5. Viewport - Wikipedia

    en.wikipedia.org/wiki/Viewport

    A viewport is a polygon viewing region in computer graphics. In computer graphics theory, there are two region-like notions of relevance when rendering some objects to an image. In textbook terminology, the world coordinate window is the area of interest (meaning what the user wants to visualize) in some application-specific coordinates, e.g ...

  6. Ray tracing (graphics) - Wikipedia

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

    Below we introduce formulas which include distance between the eye and the viewport. However, this value will be reduced during ray normalization r → i j {\displaystyle {\vec {r}}_{ij}} (so you might as well accept that d = 1 {\displaystyle d=1} and remove it from calculations).

  7. Z-fighting - Wikipedia

    en.wikipedia.org/wiki/Z-fighting

    As the distance between near and far clip planes increases, and in particular the near plane is selected near the eye, the greater the likelihood exists that z-fighting between primitives will occur. With large virtual environments inevitably there is an inherent conflict between the need to resolve visibility in the distance and in the ...

  8. 3D computer graphics - Wikipedia

    en.wikipedia.org/wiki/3D_computer_graphics

    A 3-D rendering with ray tracing and ambient occlusion using Blender and YafaRay A 3-D model of a Dunkerque -class battleship rendered with flat shading During the 3-D rendering step, the number of reflections "light rays" can take, as well as various other attributes, can be tailored to achieve a desired visual effect.

  9. Blinn–Phong reflection model - Wikipedia

    en.wikipedia.org/wiki/Blinn–Phong_reflection_model

    The Blinn–Phong reflection model, also called the modified Phong reflection model, is a modification developed by Jim Blinn to the Phong reflection model. [1]Blinn–Phong is a shading model used in OpenGL and Direct3D's fixed-function pipeline (before Direct3D 10 and OpenGL 3.1), and is carried out on each vertex as it passes down the graphics pipeline; pixel values between vertices are ...