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  2. Heightmap - Wikipedia

    en.wikipedia.org/wiki/Heightmap

    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 ...

  3. LDraw - Wikipedia

    en.wikipedia.org/wiki/LDraw

    Lego brick (real) dimensions Measuring LDraw parts size in LeoCAD with "ruler" part (ruler tick: 1 mm) LDU ( LD raw U nits) — is a base distance unit used in the LDraw format, equals to 1/20 of pin step (distance between centers of 2 closest pins on plate), which in turn almost equals to 0.4 millimetre .

  4. Mipmap - Wikipedia

    en.wikipedia.org/wiki/Mipmap

    The height and width of each image, or level, in the mipmap is a factor of two smaller than the previous level. Mipmaps do not have to be square. They are intended to increase rendering speed and reduce aliasing artifacts. A high-resolution mipmap image is used for high-density samples, such as for objects close to the camera; lower-resolution ...

  5. 3D modeling - Wikipedia

    en.wikipedia.org/wiki/3D_modeling

    In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of a surface of an object (inanimate or living) in three dimensions via specialized software by manipulating edges, vertices, and polygons in a simulated 3D space. [1] [2] [3]

  6. Rendering (computer graphics) - Wikipedia

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

    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 ...

  7. Z-buffering - Wikipedia

    en.wikipedia.org/wiki/Z-buffering

    A depth buffer, also known as a z-buffer, is a type of data buffer used in computer graphics to represent depth information of objects in 3D space from a particular perspective. The depth is stored as a height map of the scene, the values representing a distance to camera, with 0 being the closest.

  8. UV mapping - Wikipedia

    en.wikipedia.org/wiki/UV_mapping

    UV texturing permits polygons that make up a 3D object to be painted with color (and other surface attributes) from an ordinary image. The image is called a UV texture map. [ 1 ] The UV mapping process involves assigning pixels in the image to surface mappings on the polygon, usually done by "programmatically" copying a triangular piece of the ...

  9. 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 ...