Search results
Results from the WOW.Com Content Network
Displacement mapping is an alternative computer graphics technique in contrast to bump, normal, and parallax mapping, using a texture or height map to cause an effect where the actual geometric position of points over the textured surface are displaced, often along the local surface normal, according to the value the texture function evaluates to at each point on the surface. [1]
In computer graphics, a texture mapping unit (TMU) is a component in modern graphics processing units (GPUs). They are able to rotate, resize , and distort a bitmap image to be placed onto an arbitrary plane of a given 3D model as a texture, in a process called texture mapping .
For use with modern hardware, texture map data may be stored in swizzled or tiled orderings to improve cache coherency. Rendering APIs typically manage texture map resources (which may be located in device memory ) as buffers or surfaces, and may allow ' render to texture ' for additional effects such as post processing or environment mapping .
Early algorithms for Boolean operations on polygons were based on the use of bitmaps.Using bitmaps in modeling polygon shapes has many drawbacks. One of the drawbacks is that the memory usage can be very large, since the resolution of polygons is proportional to the number of bits used to represent polygons.
Plasma fractal Animated plasma fractal with color cycling. The diamond-square algorithm is a method for generating heightmaps for computer graphics.It is a slightly better algorithm than the three-dimensional implementation of the midpoint displacement algorithm, which produces two-dimensional landscapes.
Clipping (computer graphics) Clipping path; Collision detection; Color depth; Color gradient; Color space; Colour banding; Color bleeding (computer graphics) Color cycling; Composite Bézier curve; Compositing; Computational geometry; Compute kernel; Computer animation; Computer art; Computer graphics; Computer graphics (computer science ...
To address all pixels of such a display in the shortest time, either entire rows or entire columns have to be addressed sequentially. As many images are shown on a 16:9 aspect ratio, the sequential addressing is typically done row-by-row (i. e. line-by-line). In this case, fewer rows than columns have to be refreshed periodically.
Shear matrices are often used in computer graphics. [ 4 ] [ 5 ] [ 6 ] An algorithm due to Alan W. Paeth uses a sequence of three shear mappings (horizontal, vertical, then horizontal again) to rotate a digital image by an arbitrary angle.