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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 ...
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.
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 ...
Along with the FBO come several attachments. One can then attach these to a chosen receiver: either a texture, or a render buffer. For example: Create an FBO and bind it. Attach the color buffer (either as a RenderBuffer or a texture) to the FBO. Attach the depth buffer (either as a RenderBuffer or a texture) to the FBO.
Example of texture splatting, except an additional alphamap is applied. In computer graphics, texture splatting is a method for combining different textures.It works by applying an alphamap (also called a "weightmap" or a "splat map") to the higher levels, thereby revealing the layers underneath where the alphamap is partially or completely transparent.
The obvious cost is the need to render the scene geometry twice instead of once. An additional cost is that the deferred pass in deferred lighting must output diffuse and specular irradiance separately, whereas the deferred pass in deferred shading need only output a single combined radiance value.
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Rendering speed increases since the number of texture pixels being processed per display pixel can be much lower for similar results with the simpler mipmap textures. If using a limited number of texture samples per display pixel (as is the case with bilinear filtering ) then artifacts are reduced since the mipmap images are effectively already ...