Search results
Results from the WOW.Com Content Network
A viewport is a polygon viewing region in computer graphics. In computer graphics theory, there are two region-like notions of relevance when rendering some objects to an image. In textbook terminology, the world coordinate window is the area of interest (meaning what the user wants to visualize) in some application-specific coordinates, e.g ...
Normal coordinates exist on a normal neighborhood of a point p in M. A normal neighborhood U is an open subset of M such that there is a proper neighborhood V of the origin in the tangent space T p M, and exp p acts as a diffeomorphism between U and V. On a normal neighborhood U of p in M, the chart is given by: :=: The isomorphism E, and ...
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 ...
The normal map applied to a sphere in object space (right). Normal map reuse is made possible by encoding maps in tangent space. The tangent space is a vector space, which is tangent to the model's surface. The coordinate system varies smoothly (based on the derivatives of position with respect to texture coordinates) across the surface.
The clip coordinate system is a homogeneous coordinate system in the graphics pipeline that is used for clipping. [1]Objects' coordinates are transformed via a projection transformation into clip coordinates, at which point it may be efficiently determined on an object-by-object basis which portions of the objects will be visible to the user.
This is a shift, followed by scaling. The resulting coordinates are the device coordinates of the output device. The viewport contains 6 values: the height and width of the window in pixels, the upper left corner of the window in window coordinates (usually 0, 0), and the minimum and maximum values for Z (usually 0 and 1). Formally: () = (.
Coordinate charts are mathematical objects of topological manifolds, and they have multiple applications in theoretical and applied mathematics. When a differentiable structure and a metric are defined, greater structure exists, and this allows the definition of constructs such as integration and geodesics .
Parallax mapping with shadows. Parallax mapping (also called offset mapping or virtual displacement mapping) is an enhancement of the bump mapping or normal mapping techniques applied to textures in 3D rendering applications such as video games.