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  2. Z-fighting - Wikipedia

    en.wikipedia.org/wiki/Z-fighting

    Z-fighting, also called stitching or planefighting, is a phenomenon in 3D rendering that occurs when two or more primitives have very similar distances to the camera. This would cause them to have near-similar or identical values in the z-buffer , which keeps track of depth.

  3. UV mapping - Wikipedia

    en.wikipedia.org/wiki/UV_mapping

    UV mapping is the 3D modeling process of projecting a 3D model's surface to a 2D image for texture mapping. The letters "U" and "V" denote the axes of the 2D texture because "X", "Y", and "Z" are already used to denote the axes of the 3D object in model space, while "W" (in addition to XYZ) is used in calculating quaternion rotations, a common ...

  4. Unity (game engine) - Wikipedia

    en.wikipedia.org/wiki/Unity_(game_engine)

    For 3D games, Unity allows specification of texture compression, mipmaps, and resolution settings for each platform that the game engine supports, [56] and provides support for bump mapping, reflection mapping, parallax mapping, screen space ambient occlusion (SSAO), dynamic shadows using shadow maps, render-to-texture and full-screen post ...

  5. Texture compression - Wikipedia

    en.wikipedia.org/wiki/Texture_compression

    Texture compression is a specialized form of image compression designed for storing texture maps in 3D computer graphics rendering systems. Unlike conventional image compression algorithms, texture compression algorithms are optimized for random access. Texture compression can be applied to reduce memory usage at runtime.

  6. Texture mapping - Wikipedia

    en.wikipedia.org/wiki/Texture_mapping

    A texture map [5] [6] is an image applied (mapped) to the surface of a shape or polygon. [7] This may be a bitmap image or a procedural texture.They may be stored in common image file formats, referenced by 3D model formats or material definitions, and assembled into resource bundles.

  7. Physically based rendering - Wikipedia

    en.wikipedia.org/wiki/Physically_based_rendering

    A diamond plate texture rendered close-up using physically based rendering principles. Microfacet abrasions cover the material, giving it a rough, realistic look even though the material is a metal. Specular highlights are high and realistically modeled at the appropriate edge of the tread using a normal map.

  8. Mipmap - Wikipedia

    en.wikipedia.org/wiki/Mipmap

    This is a more efficient way of downscaling a texture than sampling all texels in the original texture that would contribute to a screen pixel; it is faster to take a constant number of samples from the appropriately downfiltered textures. Mipmaps are widely used in 3D computer games, flight simulators, other 3D imaging systems for texture ...

  9. Multiple Render Targets - Wikipedia

    en.wikipedia.org/wiki/Multiple_Render_Targets

    These textures can then be used as inputs to other shaders or as texture maps applied to 3D models. Introduced by OpenGL 2.0 and Direct3D 9, MRT can be invaluable to real-time 3D applications such as video games. Before the advent of MRT, a programmer would have to issue a command to the GPU to draw the 3D scene once for each render target ...