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In 3D computer graphics, modeling, and animation, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. For example, the interior of a tube is typically more occluded (and hence darker) than the exposed outer surfaces, and becomes darker the deeper inside the tube one ...
LRV on Paint Swatch. In architecture, light reflectance value (LRV), is a measure of visible and usable light that is reflected from a surface when illuminated by a light source. [1] The measurement is most commonly used by design professionals, such as architectural color consultants, architects, environmental graphic designers and interior ...
This is a simple scaling of the red, green, and blue channels, and is why color balance tools in Photoshop have a white eyedropper tool. It has been demonstrated that performing the white balancing in the phosphor set assumed by sRGB tends to produce large errors in chromatic colors, even though it can render the neutral surfaces perfectly neutral.
Physically based rendering (PBR) is a computer graphics approach that seeks to render images in a way that models the lights and surfaces with optics in the real world. It is often referred to as "Physically Based Lighting" or "Physically Based Shading".
Mapping a two-dimensional texture onto a 3D model 1: 3D model without textures 2: Same model with textures. Texture mapping [1] [2] [3] is a term used in computer graphics to describe how 2D images are projected onto 3D models.
It includes 24 patches in a 4 × 6 grid, each slightly under 2 inches (5.1 cm) square, made of matte paint applied to smooth paper, and surrounded by a black border. Six of the patches form a uniform gray lightness scale, and another six are primary colors typical of chemical photographic processes – red , green , blue , cyan , magenta , and ...
The overall effect is layers of paint-like swaths over the whole of the ceiling or wall. He can then just walk away and let it set with care taken not too leave any globs and to make sure the corners look smooth and linear. If a wall is to be smooth and the ceiling textured, typically the wall is done first, then the ceiling after the wall has set.
A fractal landscape being rendered using the painter's algorithm on an Amiga. The painter's algorithm (also depth-sort algorithm and priority fill) is an algorithm for visible surface determination in 3D computer graphics that works on a polygon-by-polygon basis rather than a pixel-by-pixel, row by row, or area by area basis of other Hidden-Surface Removal algorithms.