Hemicube (computer Graphics)
In 3D computer graphics rendering, a hemicube is one way to represent a 180° view from a surface or point in space. Shape Although the name implies any half of a cube, a hemicube is usually a cube cut through a plane parallel to one of its faces. Therefore, it consists of one square face, one diamond shape face, two 2:1 aspect ratio rectangles, and two 1:2 aspect ratio rectangles totaling six sides. Uses The hemicube may be used in the Radiosity algorithm or other Light Transport algorithms in order to determine the amount of light arriving at a particular point on a surface. In some cases, a hemicube may be used in environment map In computer graphics, environment mapping, or reflection mapping, is an efficient image-based lighting technique for approximating the appearance of a reflective surface by means of a precomputed texture. The texture is used to store the image of ...ping or reflection mapping. {{DEFAULTSORT:Hemicube (Computer Graphics) 3D computer graphi ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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3D Computer Graphics
3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later (possibly as an animation) or displayed in real time. 3D computer graphics, contrary to what the name suggests, are most often displayed on two-dimensional displays. Unlike 3D film and similar techniques, the result is two-dimensional, without visual depth. More often, 3D graphics are being displayed on 3D displays, like in virtual reality systems. 3D graphics stand in contrast to 2D computer graphics which typically use completely different methods and formats for creation and rendering. 3D computer graphics rely on many of the same algorithms as 2D computer vector gr ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Rendering (computer Graphics)
Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as the render. Multiple models can be defined in a ''scene file'' containing objects in a strictly defined language or data structure. The scene file contains geometry, viewpoint, texture, lighting, and shading information describing the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" is analogous to the concept of an artist's impression of a scene. The term "rendering" is also used to describe the process of calculating effects in a video editing program to produce the final video output. Rendering is one of the major sub-topics of 3D computer graphics, and in practice it is always connected to the others. It is the last major step in the gr ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Hemicube Unfold , an ''n''-dimensional uniform polytope, also known as the ''n''-hemicube
{{disambiguation ...
Hemicube can mean: *Hemicube (technology company), a company based in Dubai that develops advanced technology solutions. *Hemicube (computer graphics), a concept in 3D computer graphics rendering * Hemicube (geometry), an abstract regular polytope *Demihypercube In geometry, demihypercubes (also called ''n-demicubes'', ''n-hemicubes'', and ''half measure polytopes'') are a class of ''n''-polytopes constructed from alternation of an ''n''-hypercube, labeled as ''hγn'' for being ''half'' of the hype ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Radiosity (computer Graphics)
In 3D computer graphics, radiosity is an application of the finite element method to solving the rendering equation for scenes with surfaces that reflect light diffusely. Unlike rendering methods that use Monte Carlo algorithms (such as path tracing), which handle all types of light paths, typical radiosity only account for paths (represented by the code "LD*E") which leave a light source and are reflected diffusely some number of times (possibly zero) before hitting the eye. Radiosity is a global illumination algorithm in the sense that the illumination arriving on a surface comes not just directly from the light sources, but also from other surfaces reflecting light. Radiosity is viewpoint independent, which increases the calculations involved, but makes them useful for all viewpoints. Radiosity methods were first developed in about 1950 in the engineering field of heat transfer. They were later refined specifically for the problem of rendering computer graphics in 1984 by ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Light Transport Theory
Light transport theory deals with the mathematics behind calculating the energy transfers between media that affect visibility. This article is currently specific to light transport in rendering processes such as global illumination and High dynamic range imaging, HDRI. Light Light Transport The amount of light transported is measured by flux density, or luminous flux per unit area on the point of the surface at which it is measured. Radiometry Energy Transfer Media Models Hemisphere Given a surface S, a hemisphere H can be projected on to S to calculate the amount of incoming and outgoing light. If a point P is selected at random on the surface S, the amount of incoming and outgoing light can be calculated by its projection onto the hemisphere. Hemicube The hemicube model works in a similar way that the hemisphere model works, with the exception that a hemicube is projected as opposed to a hemisphere. The similarity is only in concept, the actual calculation done by i ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Environment Map
In computer graphics, environment mapping, or reflection mapping, is an efficient image-based lighting technique for approximating the appearance of a reflective surface by means of a precomputed texture. The texture is used to store the image of the distant environment surrounding the rendered object. Several ways of storing the surrounding environment have been employed. The first technique was sphere mapping, in which a single texture contains the image of the surroundings as reflected on a spherical mirror. It has been almost entirely surpassed by cube mapping, in which the environment is projected onto the six faces of a cube and stored as six square textures or unfolded into six square regions of a single texture. Other projections that have some superior mathematical or computational properties include the paraboloid mapping, the pyramid mapping, the octahedron mapping, and the HEALPix mapping. Reflection mapping is one of several approaches to reflection rendering, along ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |