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  2. Perlin noise - Wikipedia

    en.wikipedia.org/wiki/Perlin_noise

    Two-dimensional slice through 3D Perlin noise at z = 0. Perlin noise is a type of gradient noise developed by Ken Perlin in 1983. It has many uses, including but not limited to: procedurally generating terrain, applying pseudo-random changes to a variable, and assisting in the creation of image textures.

  3. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    Modern video game development platforms such as Unity, Unreal Engine and Godot increasingly include node-based editors that can create shaders without the need for actual code; the user is instead presented with a directed graph of connected nodes that allow users to direct various textures, maps, and mathematical functions into output values ...

  4. Visual design elements and principles - Wikipedia

    en.wikipedia.org/wiki/Visual_design_elements_and...

    Main page; Contents; Current events; Random article; About Wikipedia; Contact us; Help; Learn to edit; Community portal; Recent changes; Upload file

  5. The Voyager (Jenny Lewis album) - Wikipedia

    en.wikipedia.org/wiki/The_Voyager_(Jenny_Lewis...

    [19] Caroline Sullivan of The Guardian stated, "Yet for all its merits – her voice is utterly pure, and the altpop textures luscious – The Voyager lacks unity. There's a touch of gleaming Haim-pop in "She's Not Me," a dash of album producer Ryan Adams in track "The New You," and a plethora of other influences overall."

  6. Parallax scrolling - Wikipedia

    en.wikipedia.org/wiki/Parallax_scrolling

    Parallax scrolling is a technique in computer graphics where background images move past the camera more slowly than foreground images, creating an illusion of depth in a 2D scene of distance. [1]

  7. Z-fighting - Wikipedia

    en.wikipedia.org/wiki/Z-fighting

    Demonstration of z-fighting with multiple colors and textures over a grey background. Z-fighting, also called stitching or planefighting, is a phenomenon in 3D rendering that occurs when two or more primitives have very similar distances to the camera.

  8. Subpixel rendering - Wikipedia

    en.wikipedia.org/wiki/Subpixel_rendering

    Examples of pixel geometry, showing various arrangements of pixels and subpixels, which must be considered for subpixel rendering.LCD displays consisting of red, green, and blue subpixels (bottom right is the most typical example) are best suited to subpixel rendering.

  9. Normal mapping - Wikipedia

    en.wikipedia.org/wiki/Normal_mapping

    A normal pointing to top right corner of the texture (1,1,0) is mapped to (255,255,128). Hence the top-right corner of an object is usually light yellow. The brightest part of a color map. A normal pointing to right of the texture (1,0,0) is mapped to (255,128,128). Hence the right edge of an object is usually light red.