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Texture-space
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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Specular Mapping
Specularity is the visual appearance of specular reflections. In computer graphics In computer graphics, it means the quantity used in three-dimensional (3D) rendering which represents the amount of reflectivity a surface has. It is a key component in determining the brightness of specular highlights, along with shininess to determine the size of the highlights. It is frequently used in real-time computer graphics and ray tracing, where the mirror-like specular reflection of light from other surfaces is often ignored (due to the more intensive computations required to calculate it), and the specular reflection of light directly from point light sources is modeled as specular highlights. Specular mapping A materials system may allow specularity to vary across a surface, controlled by additional layers of texture maps. The early misinterpretation of "Specularity" in computer graphics Early shaders included a parameter called "Specularity". CG Artists, confused by this t ...
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Cache Coherency
In computer architecture, cache coherence is the uniformity of shared resource data that ends up stored in multiple local caches. When clients in a system maintain caches of a common memory resource, problems may arise with incoherent data, which is particularly the case with CPUs in a multiprocessing system. In the illustration on the right, consider both the clients have a cached copy of a particular memory block from a previous read. Suppose the client on the bottom updates/changes that memory block, the client on the top could be left with an invalid cache of memory without any notification of the change. Cache coherence is intended to manage such conflicts by maintaining a coherent view of the data values in multiple caches. Overview In a shared memory multiprocessor system with a separate cache memory for each processor, it is possible to have many copies of shared data: one copy in the main memory and one in the local cache of each processor that requested it. When one ...
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Morton Order
In mathematical analysis and computer science, functions which are Z-order, Lebesgue curve, Morton space-filling curve, Morton order or Morton code map multidimensional data to one dimension while preserving locality of the data points. It is named in France after Henri Lebesgue, who studied it in 1904, and named in US after Guy Macdonald Morton, who first applied the order to file sequencing in 1966. The z-value of a point in multidimensions is simply calculated by interleaving the binary representations of its coordinate values. Once the data are sorted into this ordering, any one-dimensional data structure can be used such as binary search trees, B-trees, skip lists or (with low significant bits truncated) hash tables. The resulting ordering can equivalently be described as the order one would get from a depth-first traversal of a quadtree or octree. Coordinate values The figure below shows the Z-values for the two dimensional case with integer coordinates 0 ≤&nb ...
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Resource Bundles
This is a list of file formats used by computers, organized by type. Filename extension it is usually noted in parentheses if they differ from the file format name or abbreviation. Many operating systems do not limit filenames to one extension shorter than 4 characters, as was common with some operating systems that supported the File Allocation Table (FAT) file system. Examples of operating systems that do not impose this limit include Unix-like systems, and Microsoft Windows NT, 95- 98, and ME which have no three character limit on extensions for 32-bit or 64-bit applications on file systems other than pre-Windows 95 and Windows NT 3.5 versions of the FAT file system. Some filenames are given extensions longer than three characters. While MS-DOS and NT always treat the suffix after the last period in a file's name as its extension, in UNIX-like systems, the final period does not necessarily mean that the text after the last period is the file's extension. Some file formats ...
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Image File Formats
An Image file format is a file format for a digital image. There are many formats that can be used, such as JPEG, PNG, and GIF. Most formats up until 2022 were for storing 2D images, not 3D ones. The data stored in an image file format may be compressed or uncompressed. If the data is compressed, it may be done so using lossy compression or lossless compression. For graphic design applications, vector formats are often used. Some image file formats support transparency. Raster formats are for 2D images. A 3D image can be represented within a 2D format, as in a stereogram or autostereogram, but this 3D image will not be a true light field, and thereby may cause the vergence-accommodation conflict. Image files are composed of digital data in one of these formats so that the data can be displayed on a digital (computer) display or printed out using a printer. A common method for displaying digital image information has historically been rasterization. Image file sizes The s ...
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Procedural Texture
In computer graphics, a procedural texture is a texture created using a mathematical description (i.e. an algorithm) rather than directly stored data. The advantage of this approach is low storage cost, unlimited texture resolution and easy texture mapping. These kinds of textures are often used to model surface or volumetric representations of natural elements such as wood, marble, granite, metal, stone, and others. Usually, the natural look of the rendered result is achieved by the usage of fractal noise and turbulence functions. These functions are used as a numerical representation of the "randomness" found in nature. Solid texturing Solid texturing is a process where the texture generating function is evaluated over \mathbb^ at each visible surface point of the model so the resulting material properties (like color, shininess or normal) depends only on their 3D position, not their parametrized 2D surface position like in traditional 2D texture mapping. Consequently, soli ...
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Bitmap Image
In computing, a bitmap is a mapping from some domain (for example, a range of integers) to bits. It is also called a bit array or bitmap index. As a noun, the term "bitmap" is very often used to refer to a particular bitmapping application: the pix-map, which refers to a map of pixels, where each one may store more than two colors, thus using more than one bit per pixel. In such a case, the domain in question is the array of pixels which constitute a digital graphic output device (a screen or monitor). In some contexts, the term ''bitmap'' implies one bit per pixel, whereas ''pixmap'' is used for images with multiple bits per pixel. A bitmap is a type of memory organization or image file format used to store digital images. The term ''bitmap'' comes from the computer programming terminology, meaning just a ''map of bits'', a spatially mapped array of bits. Now, along with ''pixmap'', it commonly refers to the similar concept of a spatially mapped array of pixels. Raster images ...
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Polygon
In geometry, a polygon () is a plane figure that is described by a finite number of straight line segments connected to form a closed ''polygonal chain'' (or ''polygonal circuit''). The bounded plane region, the bounding circuit, or the two together, may be called a polygon. The segments of a polygonal circuit are called its '' edges'' or ''sides''. The points where two edges meet are the polygon's '' vertices'' (singular: vertex) or ''corners''. The interior of a solid polygon is sometimes called its ''body''. An ''n''-gon is a polygon with ''n'' sides; for example, a triangle is a 3-gon. A simple polygon is one which does not intersect itself. Mathematicians are often concerned only with the bounding polygonal chains of simple polygons and they often define a polygon accordingly. A polygonal boundary may be allowed to cross over itself, creating star polygons and other self-intersecting polygons. A polygon is a 2-dimensional example of the more general polytope in any number ...
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Real-time Data
Real-time data (RTD) is information that is delivered immediately after collection. There is no delay in the timeliness of the information provided. Real-time data is often used for navigation or tracking. Such data is usually processed using real-time computing although it can also be stored for later or off-line data analysis. Real-time data is not the same as dynamic data. Real-time data can be dynamic (e.g. a variable indicating current location) or static (e.g. a fresh log entry indicating location at a specific time). In economics Real-time economic data, and other official statistics, are often based on preliminary estimates, and therefore are frequently adjusted as better estimates become available. These later adjusted data are called "revised data". The terms real-time economic data and real-time economic analysis were coined by Francis X. Diebold and Glenn D. Rudebusch. Macroeconomist Glenn D. Rudebusch defined real-time analysis as 'the use of sequential information se ...
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