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The UV mapping process at its simplest requires three steps: unwrapping the mesh, creating the texture, and applying the texture to a respective face of polygon. [1] UV mapping may use repeating textures, or an injective 'unique' mapping as a prerequisite for baking.
This process is akin to applying patterned paper to a plain white box. Every vertex in a polygon is assigned a texture coordinate (which in the 2d case is also known as UV coordinates). [8] This may be done through explicit assignment of vertex attributes, manually edited in a 3D modelling package through UV unwrapping tools.
Ultraviolet radiation, also known as simply UV, is electromagnetic radiation of wavelengths of 10–400 nanometers, shorter than that of visible light, but longer than X-rays. UV radiation is present in sunlight, and constitutes about 10% of the total electromagnetic radiation output from the Sun.
UV coordinates Coordinates in texture space, assigned as vertex attributes and/or calculated in vertex shaders, used for texture lookup, defining the mapping from texture space to a 3D model surface or any rendering primitive. UV unwrapping
UVW mapping is a mathematical technique for coordinate mapping. [1] In computer graphics, it most commonly maps an object's surface in to a solid texture with UVW coordinates in , in contrast to UV mapping, which maps surfaces in to an image with UV coordinates in .
In reflected UV photography the subject is illuminated directly by UV emitting lamps (radiation sources) or by strong sunlight. A UV transmitting filter is placed on the lens, which allows ultraviolet radiation to pass and which absorbs or blocks all light and infrared radiation. UV filters are made from special colored glass and may be coated ...
Instead of being able to calmly focus on her chemotherapy treatment, Arete Tsoukalas had to spend hours on the phone arguing with her insurer while receiving infusions in the hospital.
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