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Quake Army Knife
QuArK (aka Quake Army Knife), is a free and open-source program for developing 3D assets for a large variety of video games, mostly first-person shooters using engines similar to or based on the Quake engine by id Software. QuArK runs on Microsoft Windows. Overview QuArK is released under the GNU General Public License and has the ability to edit maps (either directly or through an intermediate compiler process), and can import, export, manipulate and convert models, sounds, textures and various other game assets, or create any of these assets from scratch. It is also possible to move or change dynamic game objects without the need to recompile the whole map which makes the fine-tuning of details quicker. QuArK uses external compilers (like Q3Map2) to produce the actual level-file used by the game. These compilers can be fully configured using their command-line parameters, and once done, QuArK remembers these settings so they can be used every time. The interface is ...
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Delphi (programming Language)
Delphi is a general-purpose programming language and a software product that uses the Delphi dialect of the Object Pascal programming language and provides an integrated development environment (IDE) for rapid application development of desktop, mobile, web, and console software, currently developed and maintained by Embarcadero Technologies. Delphi's compilers generate native code for Microsoft Windows, macOS, iOS, Android and Linux (x64). Delphi includes a code editor, a visual designer, an integrated debugger, a source code control component, and support for third-party plugins. The code editor features Code Insight (code completion), Error Insight (real-time error-checking), and refactoring. The visual forms designer has the option of using either the Visual Component Library (VCL) for pure Windows development or the FireMonkey (FMX) framework for cross-platform development. Database support is a key feature and is provided by FireDAC (Database Access Components). Delphi ...
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Computer Graphics Lighting
Computer graphics lighting is the collection of techniques used to simulate light in computer graphics scenes. While lighting techniques offer flexibility in the level of detail and functionality available, they also operate at different levels of computational demand and complexity. Graphics artists can choose from a variety of light sources, models, shading techniques, and effects to suit the needs of each application. Light sources Light sources allow for different ways to introduce light into graphics scenes. Point Point sources emit light from a single point in all directions, with the intensity of the light decreasing with distance. An example of a point source is a standalone light bulb. Directional A directional source (or distant source) uniformly lights a scene from one direction. Unlike a point source, the intensity of light produced by a directional source does not change with distance over the scale of the scene, as the directional source is treated as though ...
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Transparency (graphic)
Transparency in computer graphics is possible in a number of file formats. The term " transparency" is used in various ways by different people, but at its simplest there is "full transparency" i.e. something that is completely invisible. Only part of a graphic should be fully transparent, or there would be nothing to see. More complex is "partial transparency" or "translucency" where the effect is achieved that a graphic is partially transparent in the same way as colored glass. Since ultimately a printed page or computer or television screen can only be one color at a point, partial transparency is always simulated at some level by mixing colors. There are many different ways to mix colors, so in some cases transparency is ambiguous. In addition, transparency is often an "extra" for a graphics format, and some graphics programs will ignore the transparency. Raster file formats that support transparency include GIF, PNG, BMP, TIFF, TGA and JPEG 2000, through either a '' ...
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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 ...
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Shading
Shading refers to the depiction of depth perception in 3D models (within the field of 3D computer graphics) or illustrations (in visual art) by varying the level of darkness. Shading tries to approximate local behavior of light on the object's surface and is not to be confused with techniques of adding shadows, such as shadow mapping or shadow volumes, which fall under global behavior of light. In drawing Shading is used traditionally in drawing for depicting a range of darkness by applying media more densely or with a darker shade for darker areas, and less densely or with a lighter shade for lighter areas. Light patterns, such as objects having light and shaded areas, help when creating the illusion of depth on paper. There are various techniques of shading, including cross hatching, where perpendicular lines of varying closeness are drawn in a grid pattern to shade an area. The closer the lines are together, the darker the area appears. Likewise, the farther apart the lin ...
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Wire-frame Model
A wire-frame model, also wireframe model, is a visual representation of a three-dimensional (3D) physical object used in 3D computer graphics. It is created by specifying each edge of the physical object where two mathematically continuous smooth surfaces meet, or by connecting an object's constituent vertices using (straight) lines or curves. The object is projected into screen space and rendered by drawing lines at the location of each edge. The term "wire frame" comes from designers using metal wire to represent the three-dimensional shape of solid objects. 3D wire frame computer models allow for the construction and manipulation of solids and solid surfaces. 3D solid modeling efficiently draws higher quality representations of solids than conventional line drawing. Using a wire-frame model allows for the visualization of the underlying design structure of a 3D model. Traditional two-dimensional views and drawings/renderings can be created by the appropriate rotatio ...
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Direct3D
Direct3D is a graphics application programming interface (API) for Microsoft Windows. Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games. Direct3D uses hardware acceleration if it is available on the graphics card, allowing for hardware acceleration of the entire 3D rendering pipeline or even only partial acceleration. Direct3D exposes the advanced graphics capabilities of 3D graphics hardware, including Z-buffering, W-buffering, stencil buffering, spatial anti-aliasing, alpha blending, color blending, mipmapping, texture blending, clipping, culling, atmospheric effects, perspective-correct texture mapping, programmable HLSL shaders and effects. Integration with other DirectX technologies enables Direct3D to deliver such features as video mapping, hardware 3D rendering in 2D overlay planes, and even sprites, providing the use of 2D and 3D graphics in interactive media ties. Direct3D contains many ...
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OpenGL
OpenGL (Open Graphics Library) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering. Silicon Graphics, Inc. (SGI) began developing OpenGL in 1991 and released it on June 30, 1992; applications use it extensively in the fields of computer-aided design (CAD), virtual reality, scientific visualization, information visualization, flight simulation, and video games. Since 2006, OpenGL has been managed by the non-profit technology consortium Khronos Group. Design The OpenGL specification describes an abstract API for drawing 2D and 3D graphics. Although it is possible for the API to be implemented entirely in software, it is designed to be implemented mostly or entirely in hardware. The API is defined as a set of functions which may be called by the client program, alongside a set of named intege ...
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Glide (API)
Glide is a 3D graphics API developed by 3dfx Interactive for their ''Voodoo Graphics'' 3D accelerator cards. Although it originally started as a proprietary API, it was later open sourced by 3dfx. It was dedicated to rendering performance, supporting geometry and texture mapping primarily, in data formats identical to those used internally in their cards. Wide adoption of 3Dfx led to Glide being extensively used in the late 1990s, but further refinement of Microsoft's Direct3D and the appearance of full OpenGL implementations from other graphics card vendors, in addition to growing diversity in 3D hardware, eventually caused it to become superfluous. Glide wrappers and emulators Glide emulator development has been in progress since the late 1990s. During 3dfx's lifetime, the company was aggressive at trying to stop these attempts to emulate their proprietary API, shutting down early emulation projects with legal threats. However, just before it ceased operations and had its as ...
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Software Rendering
Software rendering is the process of generating an image from a model by means of computer software. In the context of computer graphics rendering, software rendering refers to a rendering process that is not dependent upon graphics hardware ASICs, such as a graphics card. The rendering takes place entirely in the CPU. Rendering everything with the (general-purpose) CPU has the main advantage that it is not restricted to the (limited) capabilities of graphics hardware, but the disadvantage is that more semiconductors are needed to obtain the same speed. Rendering is used in architecture, simulators, video games, movies and television visual effects and design visualization. Rendering is the last step in an animation process, and gives the final appearance to the models and animation with visual effects such as shading, texture-mapping, shadows, reflections and motion blur. Rendering can be split into two main categories: real-time rendering (also known as online rendering), and ...
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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 ...
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