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  2. Grome - Wikipedia

    en.wikipedia.org/wiki/Grome

    Novel texture layering system that allows different shading methods, variable resolutions and images per terrain zones. Creation of images based on brushes or procedural generation based on slope, direction, altitude, external shape files and erosion flowmaps. Transforming objects in Grome editor using 3D gizmos,

  3. Static mesh - Wikipedia

    en.wikipedia.org/wiki/Static_mesh

    No collision: a static mesh can be set not to block anything. This is often used for small decoration like grass. Per-polygon collision (default): individual polygons collide with actors. Each material (i.e. each part of the Static Mesh using a separate texture) can be set to collide or not independently of the rest.

  4. Level of detail (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Level_of_detail_(computer...

    Especially grass and foliage will seem to pop-up when getting closer, also known as foliage culling. [4] LOD can also be used to render fractal terrain in real time. [ 5 ] Unreal Engine 5 's Nanite system essentially implements level-of-detail within meshes instead of just objects as a whole.

  5. Texture splatting - Wikipedia

    en.wikipedia.org/wiki/Texture_splatting

    Example of texture splatting, except an additional alphamap is applied. In computer graphics, texture splatting is a method for combining different textures.It works by applying an alphamap (also called a "weightmap" or a "splat map") to the higher levels, thereby revealing the layers underneath where the alphamap is partially or completely transparent.

  6. Texture mapping - Wikipedia

    en.wikipedia.org/wiki/Texture_mapping

    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 ...

  7. Normal mapping - Wikipedia

    en.wikipedia.org/wiki/Normal_mapping

    A normal pointing to top right corner of the texture (1,1,0) is mapped to (255,255,128). Hence the top-right corner of an object is usually light yellow. The brightest part of a color map. A normal pointing to right of the texture (1,0,0) is mapped to (255,128,128). Hence the right edge of an object is usually light red.

  8. Texture atlas - Wikipedia

    en.wikipedia.org/wiki/Texture_atlas

    Practical Texture Atlases - A guide on using a texture atlas (and the pros and cons). A thousand ways to pack the bin - Review and benchmark of the different packing algorithms; Sprite Sheets - Essential Facts Every Game Developer Should Know - Funny video explaining the benefits of using sprite sheets; What is Texture Atlas?

  9. Aerial photographic and satellite image interpretation

    en.wikipedia.org/wiki/Aerial_photographic_and...

    It is important to remember that texture is a product of scale. On a large scale depiction, objects could appear to have an intermediate texture. But, as the scale becomes smaller, the texture could appear to be more uniform, or smooth. A few examples of texture could be the “smoothness” of a paved road, or the “coarseness” a pine forest.