Projective Texture Mapping
Projective texture mapping is a method of texture mapping that allows a textured image to be projected onto a scene as if by a slide projector. Projective texture mapping is useful in a variety of lighting techniques and it is the starting point for shadow mapping. Projective texture mapping is essentially a special matrix transformation which is performed per-vertex and then linearly interpolated as standard texture mapping. Fixed function pipeline approach Historically, using projective texture mapping involved considering a special form of eye linear texture coordinate generation transform (''tcGen'' for short). This transform was then multiplied by another matrix representing the projector's properties which were stored in texture coordinate transform matrix. The resulting concatenated matrix was basically a function of both projector properties and vertex eye positions. The key points of this approach are that eye linear tcGen is a function of vertex eye coordinates, which ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Texture Mapping
Texture mapping is a method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color. History The original technique was pioneered by Edwin Catmull in 1974. Texture mapping originally referred to diffuse mapping, a method that simply mapped pixels from a texture to a 3D surface ("wrapping" the image around the object). In recent decades, the advent of multi-pass rendering, multitexturing, mipmaps, and more complex mappings such as height mapping, bump mapping, normal mapping, displacement mapping, reflection mapping, specular mapping, occlusion mapping, and many other variations on the technique (controlled by a materials system) have made it possible to simulate near-photorealism in real time by vastly reducing the number of polygons and lighting calculations needed to construct a realistic and functional 3D scene. Texture maps A is an image applied (mapped) to the surface of a shape or polygon. This ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Slide Projector
A slide projector is an opto-mechanical device for showing photographic slides. 35 mm slide projectors, direct descendants of the larger-format magic lantern, first came into widespread use during the 1950s as a form of occasional home entertainment; family members and friends would gather to view slide shows. Reversal film was much in use, and supplied slides snapped during vacations and at family events. Slide projectors were also widely used in educational and other institutional settings. Photographic film slides and projectors have mostly been replaced by image files on digital storage media shown on a projection screen by using a video projector or simply displayed on a large-screen video monitor. History A continuous-slide lantern was patented in 1881. It included a dissolving views apparatus.Sloane, T. O'Conor. ''Facts Worth Knowing Selected Mainly from the Scientific American for Household, Workshop, and Farm Embracing Practical and Useful Information fo ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces." Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or ''depth'' image of the light source's view, stored in the form of a texture. Principle of a shadow and a shadow map If you looked out from a source of light, all of the objects you can see would appear in light. Anything behind those objects, however, would be in shadow. This is the basic principle used to create a shadow map. The light's view is rendered, storing the depth of every surface it sees (the shadow map). Next, the regular scene is rendered comparing the depth of every point drawn (as if it were being seen by the light, rather tha ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Matrix (mathematics)
In mathematics, a matrix (plural matrices) is a rectangular array or table of numbers, symbols, or expressions, arranged in rows and columns, which is used to represent a mathematical object or a property of such an object. For example, \begin1 & 9 & -13 \\20 & 5 & -6 \end is a matrix with two rows and three columns. This is often referred to as a "two by three matrix", a "-matrix", or a matrix of dimension . Without further specifications, matrices represent linear maps, and allow explicit computations in linear algebra. Therefore, the study of matrices is a large part of linear algebra, and most properties and operations of abstract linear algebra can be expressed in terms of matrices. For example, matrix multiplication represents composition of linear maps. Not all matrices are related to linear algebra. This is, in particular, the case in graph theory, of incidence matrices, and adjacency matrices. ''This article focuses on matrices related to linear algebra, and, unle ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Coordinate System
In geometry, a coordinate system is a system that uses one or more numbers, or coordinates, to uniquely determine the position of the points or other geometric elements on a manifold such as Euclidean space. The order of the coordinates is significant, and they are sometimes identified by their position in an ordered tuple and sometimes by a letter, as in "the ''x''-coordinate". The coordinates are taken to be real numbers in elementary mathematics, but may be complex numbers or elements of a more abstract system such as a commutative ring. The use of a coordinate system allows problems in geometry to be translated into problems about numbers and ''vice versa''; this is the basis of analytic geometry. Common coordinate systems Number line The simplest example of a coordinate system is the identification of points on a line with real numbers using the ''number line''. In this system, an arbitrary point ''O'' (the ''origin'') is chosen on a given line. The coordinate of a ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Vertex Shaders
In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene - a process known as ''shading''. Shaders have evolved to perform a variety of specialized functions in computer graphics special effects and video post-processing, as well as general-purpose computing on graphics processing units. Traditional shaders calculate rendering effects on graphics hardware with a high degree of flexibility. Most shaders are coded for (and run on) a graphics processing unit (GPU), though this is not a strict requirement. ''Shading languages'' are used to program the GPU's rendering pipeline, which has mostly superseded the fixed-function pipeline of the past that only allowed for common geometry transforming and pixel-shading functions; with shaders, customized effects can be used. The position and color (hue, saturation, brightness, and contrast) of all pixels, vertices, and/or textures use ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |