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Wrapping (graphics)
In computer graphics, wrapping is the process of limiting a position to an area. A good example of wrapping is wallpaper, a single pattern repeated indefinitely over a wall. Wrapping is used in 3D computer graphics to repeat a texture over a polygon, eliminating the need for large textures or multiple polygons. To wrap a position ''x'' to an area of width ''w'', calculate the value x' \equiv x \pmod. Implementation For computational purposes the wrapped value ''x of ''x'' can be expressed as :x' = x - \lfloor (x - x_) / (x_ - x_) \rfloor \cdot (x_ - x_) where x_ is the highest value in the range, and x_ is the lowest value in the range. Pseudocode for wrapping of a value to a range other than 0–1 is function wrap(X, Min, Max: Real): Real; X := X - Int((X - Min) / (Max - Min)) * (Max - Min); if X < 0 then // This corrects the problem caused by using Int instead of Floor X := X + Max - Min; return X;

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Wallpaper
Wallpaper is a material used in interior decoration to decorate the interior walls of domestic and public buildings. It is usually sold in rolls and is applied onto a wall using wallpaper paste. Wallpapers can come plain as "lining paper" (so that it can be painted or used to help cover uneven surfaces and minor wall defects thus giving a better surface), textured (such as Anaglypta), with a regular repeating pattern design, or, much less commonly today, with a single non-repeating large design carried over a set of sheets. The smallest rectangle that can be tiled to form the whole pattern is known as the pattern repeat. Wallpaper printing techniques include surface printing, gravure printing, silk screen-printing, rotary printing, and digital printing. Wallpaper is made in long rolls which are hung vertically on a wall. Patterned wallpapers are designed so that the pattern "repeats", and thus pieces cut from the same roll can be hung next to each other so as to continue the ...
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Wall
A wall is a structure and a surface that defines an area; carries a load; provides security, shelter, or soundproofing; or, is decorative. There are many kinds of walls, including: * Walls in buildings that form a fundamental part of the superstructure or separate interior rooms, sometimes for fire safety *Glass walls (a wall in which the primary structure is made of glass; does not include openings within walls that have glass coverings: these are windows) * Border barriers between countries * Brick walls * Defensive walls in fortifications * Permanent, solid fences * Retaining walls, which hold back dirt, stone, water, or noise sound * Stone walls * Walls that protect from oceans (seawalls) or rivers (levees) Etymology The term ''wall'' comes from Latin ''vallum'' meaning "...an earthen wall or rampart set with palisades, a row or line of stakes, a wall, a rampart, fortification..." while the Latin word ''murus'' means a defensive stone wall. English uses the same wor ...
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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 ...
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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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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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Pseudocode
In computer science, pseudocode is a plain language description of the steps in an algorithm or another system. Pseudocode often uses structural conventions of a normal programming language, but is intended for human reading rather than machine reading. It typically omits details that are essential for machine understanding of the algorithm, such as variable declarations and language-specific code. The programming language is augmented with natural language description details, where convenient, or with compact mathematical notation. The purpose of using pseudocode is that it is easier for people to understand than conventional programming language code, and that it is an efficient and environment-independent description of the key principles of an algorithm. It is commonly used in textbooks and scientific publications to document algorithms and in planning of software and other algorithms. No broad standard for pseudocode syntax exists, as a program in pseudocode is not an executa ...
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Unit Interval
In mathematics, the unit interval is the closed interval , that is, the set of all real numbers that are greater than or equal to 0 and less than or equal to 1. It is often denoted ' (capital letter ). In addition to its role in real analysis, the unit interval is used to study homotopy theory in the field of topology. In the literature, the term "unit interval" is sometimes applied to the other shapes that an interval from 0 to 1 could take: , , and . However, the notation ' is most commonly reserved for the closed interval . Properties The unit interval is a complete metric space, homeomorphic to the extended real number line. As a topological space, it is compact, contractible, path connected and locally path connected. The Hilbert cube is obtained by taking a topological product of countably many copies of the unit interval. In mathematical analysis, the unit interval is a one-dimensional analytical manifold whose boundary consists of the two points 0 and 1. Its ...
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Clamping (graphics)
In computer graphics, clamping is the process of limiting a position to an area. Unlike wrapping, clamping merely moves the point to the nearest available value. To put clamping into perspective, pseudocode (in Python) for clamping is as follows: def clamp(x: int , float, minimum: int , float, maximum: int , float) -> int , float: """Limit a position to an area.""" if x maximum: x = maximum return x Uses In general, clamping is used to restrict a value to a given range. For example, in OpenGL the glClearColor function takes four GLfloat values which are then 'clamped' to the range ,1/math>. One of the many uses of clamping in computer graphics is the placing of a detail inside a polygon—for example, a bullet hole on a wall. It can also be used with wrapping Wrapping may refer to: *Buddy wrapping, the act of bandaging a damaged (particularly a fractured) finger or toe together with a healthy one *Overwrap, a wrapping of items in a package of a ...
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