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Kerkythea is a standalone rendering system that supports raytracing and Metropolis light transport, uses physically accurate materials and lighting, and is distributed as freeware.
Procedurally generated tiling textures. 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]
Equirectangular projection of the world; the standard parallel is the equator (plate carrée projection). Equirectangular projection with Tissot's indicatrix of deformation and with the standard parallels lying on the equator True-colour satellite image of Earth in equirectangular projection Height map of planet Earth at 2km per pixel, including oceanic bathymetry information, normalized as 8 ...
Polynomial texture mapping (PTM), also known as Reflectance Transformation Imaging (RTI), is a technique of imaging and interactively displaying objects under varying lighting conditions to reveal surface phenomena.
Real-world subsurface scattering of light in a photograph of a human hand Computer-generated subsurface scattering in Blender. Subsurface scattering (SSS), also known as subsurface light transport (SSLT), [1] is a mechanism of light transport in which light that penetrates the surface of a translucent object is scattered by interacting with the material and exits the surface potentially at a ...
The same is possible in the arcade title Marble Madness, released in 1984. 2D (at left) and 3D (at right) coordinates of a typical dimetric video game sprite In 1983, isometric games were no longer exclusive to the arcade market and also entered home computers, with the release of Blue Max for the Atari 8-bit computers and Ant Attack for the ZX ...
Wahoo: The Marble Board Game. The classic multi-player marble board game for fans of Parchisi, Aggravation®, Trouble®, Sorry®, and Ludo! By Masque Publishing. Advertisement.
For real-time rendering, this value (or more commonly the irradiance, which does not depend on local surface albedo) can be pre-computed and stored in a texture (called an irradiance map) or stored as vertex data for 3D models. This feature was used in architectural visualization software to allow real-time walk-throughs of a building interior ...