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Texture streaming is a means of using data streams for textures, where each texture is available in two or more different resolutions, as to determine which texture should be loaded into memory and used based on draw distance from the viewer and how much memory is available for textures. Texture streaming allows a rendering engine to use low ...
A heightmap contains one channel interpreted as a distance of displacement or "height" from the "floor" of a surface and sometimes visualized as luma of a grayscale image, with black representing minimum height and white representing maximum height. When the map is rendered, the designer can specify the amount of displacement for each unit of ...
Center coordinates, width, and height (or bounding rectangle coordinates) of basic shapes such as rectangles, circles and ellipses; Color, width and pattern (such as dashed or dotted) for rendering lines; Colors, patterns, and gradients for filling shapes; Bitmap image data (either embedded or in an external file) along with scale and position ...
A small object nearby may subtend the same solid angle as a larger object farther away. For example, although the Moon is much smaller than the Sun, it is also much closer to Earth. Indeed, as viewed from any point on Earth, both objects have approximately the same solid angle (and therefore apparent size). This is evident during a solar eclipse.
For the full development of a 3D User Interaction system, is required to have access to a few basic parameters, all this technology-based system should know, or at least partially, as the relative position of the user, the absolute position, angular velocity, rotation data, orientation or height.
Size in general is the magnitude or dimensions of a thing. More specifically, geometrical size (or spatial size) can refer to three geometrical measures: length, area, or volume. Length can be generalized to other linear dimensions (width, height, diameter, perimeter).
Voxel is an image of a three-dimensional space region limited by given sizes, which has its own nodal point coordinates in an accepted coordinate system, its own form, its own state parameter that indicates its belonging to some modeled object, and has properties of modeled region.
Bump mapping [1] is a texture mapping technique in computer graphics for simulating bumps and wrinkles on the surface of an object. This is achieved by perturbing the surface normals of the object and using the perturbed normal during lighting calculations. The result is an apparently bumpy surface rather than a smooth surface, although the ...