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  2. Normal mapping - Wikipedia

    en.wikipedia.org/wiki/Normal_mapping

    Normal mapping used to re-detail simplified meshes. This normal map is encoded in object space. In 3D computer graphics, normal mapping, or Dot3 bump mapping, is a texture mapping technique used for faking the lighting of bumps and dents – an implementation of bump mapping.

  3. Texture mapping - Wikipedia

    en.wikipedia.org/wiki/Texture_mapping

    Texture mapping. 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 method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color .

  4. Graphics pipeline - Wikipedia

    en.wikipedia.org/wiki/Graphics_pipeline

    Graphics pipeline. The computer graphics pipeline, also known as the rendering pipeline or graphics pipeline, is a framework within computer graphics that outlines the necessary procedures for transforming a three-dimensional (3D) scene into a two-dimensional (2D) representation on a screen. [1] Once a 3D model is generated, the graphics ...

  5. Ambient occlusion - Wikipedia

    en.wikipedia.org/wiki/Ambient_occlusion

    The ambient occlusion map (middle image) for this scene darkens only the innermost angles of corners. 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 ...

  6. 2.5D - Wikipedia

    en.wikipedia.org/wiki/2.5D

    2.5D (basic pronunciation two-and-a-half dimensional) perspective refers to gameplay or movement in a video game or virtual reality environment that is restricted to a two-dimensional (2D) plane with little or no access to a third dimension in a space that otherwise appears to be three-dimensional and is often simulated and rendered in a 3D digital environment.

  7. Global illumination - Wikipedia

    en.wikipedia.org/wiki/Global_illumination

    Global illumination (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting to 3D scenes. Such algorithms take into account not only the light that comes directly from a light source (direct illumination), but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene ...

  8. Procedural generation - Wikipedia

    en.wikipedia.org/wiki/Procedural_generation

    Different models can be generated by changing both deterministic parameters and a random seed. In computing, procedural generation (sometimes shortened as proc-gen) is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated content and algorithms coupled with computer-generated ...

  9. Physically based rendering - Wikipedia

    en.wikipedia.org/wiki/Physically_based_rendering

    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". Many PBR pipelines aim to achieve photorealism. Feasible and quick approximations of the ...