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Clipmap
In computer graphics, clipmapping is a method of clipping a mipmap to a subset of data pertinent to the geometry being displayed. This is useful for loading as little data as possible when memory is limited, such as on a graphics processing unit. The technique is used for LODing in NVIDIA’s implementation of voxel cone tracing. The high-resolution levels of the mipmapped scene representation are clipped to a region near the camera, while lower resolution levels are clipped further away. MegaTexture MegaTexture is a clipmap implementation developed by id Software. It was introduced in their id Tech 4 engine and also appeared in id Tech 5 and id Tech 6 before being removed in id Tech 7. MegaTexture is a texture allocation technique that uses a single, extremely large texture rather than repeating multiple smaller textures. It is also featured in Splash Damage's game '' Enemy Territory: Quake Wars'', and was developed by id Software former technical director John Carmack. MegaT ...
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Id Tech 4
id Tech 4, popularly known as the ''Doom 3'' engine, is a game engine developed by id Software and first used in the video game ''Doom 3''. The engine was designed by John D. Carmack, John Carmack, who also created previous game engines, such as those for ''Doom engine, Doom'' and ''Quake engine, Quake'', which are widely recognized as significant advances in the field. This OpenGL-based game engine has also been used in ''Quake 4'', ''Prey (2006 video game), Prey'', ''Enemy Territory: Quake Wars'', ''Wolfenstein (2009 video game), Wolfenstein'', and ''Brink (video game), Brink''. id Tech 4 is licensed under the terms of the GNU General Public License, GNU General Public License v3.0 or later, and is to date the last id Tech engine to be open-sourced. History id Tech 4 began as an enhancement to id Tech 3. During development, it was initially just a complete rewrite of the engine's Rendering (computer graphics), renderer, while still retaining other subsystems, such as file ac ...
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Clipping (computer Graphics)
Clipping, in the context of computer graphics, is a method to selectively enable or disable rendering (computer graphics), rendering operations within a defined region of interest. Mathematically, clipping can be described using the terminology of constructive geometry. A rendering algorithm only draws pixels in the intersection between the clip region and the scene model. Lines and surfaces outside the view volume (aka. frustum) are removed. Clip regions are commonly specified to improve render performance. A well-chosen clip allows the renderer to save time and energy by skipping calculations related to pixels that the user cannot see. Pixels that will be drawn are said to be within the clip region. Pixels that will not be drawn are outside the clip region. More informally, pixels that will not be drawn are said to be "clipped." In 2D graphics In two-dimensional graphics, a clip region may be defined so that pixels are only drawn within the boundaries of a window (computing), ...
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Removable Media
In computing, a removable media is a data storage media that is designed to be readily inserted and removed from a system. Most early removable media, such as floppy disks and optical discs, require a dedicated read/write device (i.e. a drive) to be installed in the computer, while others, such as USB flash drives, are plug-and-play with all the hardware required to read them built into the device, so only need a driver software to be installed in order to communicate with the device. Some removable media readers/drives are integrated into the computer case, while others are standalone devices that need to be additionally installed or connected. Examples of removable media that require a dedicated reader drive include: * Optical discs, e.g. Blu-rays (both standard and UHD versions), DVDs, CDs * Flash memory-based memory cards, e.g. CompactFlash, Secure Digital, Memory Stick * Magnetic storage media ** Floppy and Zip disks (now obsolete) ** Disk packs (now obsolete) ...
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Clipping (computer Graphics)
Clipping, in the context of computer graphics, is a method to selectively enable or disable rendering (computer graphics), rendering operations within a defined region of interest. Mathematically, clipping can be described using the terminology of constructive geometry. A rendering algorithm only draws pixels in the intersection between the clip region and the scene model. Lines and surfaces outside the view volume (aka. frustum) are removed. Clip regions are commonly specified to improve render performance. A well-chosen clip allows the renderer to save time and energy by skipping calculations related to pixels that the user cannot see. Pixels that will be drawn are said to be within the clip region. Pixels that will not be drawn are outside the clip region. More informally, pixels that will not be drawn are said to be "clipped." In 2D graphics In two-dimensional graphics, a clip region may be defined so that pixels are only drawn within the boundaries of a window (computing), ...
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Computer Graphics
Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by graphics hardware, computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as Computer-generated imagery, computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of Computer graphics (computer science), computer science research. Some topics in computer graphics include user interface design, Sprite (computer graphics), sprite graphics, raster graphics, Rendering (computer graph ...
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Surface Caching
The ''Quake'' engine (part of id Tech 2) is the game engine developed by id Software to power their 1996 video game '' Quake''. It featured true 3D real-time rendering. Since 1999, it has been licensed under the terms of GNU General Public License v2.0 or later. After release, the ''Quake'' engine was immediately forked. Much of the engine remained in ''Quake II'' and ''Quake III Arena''. The ''Quake'' engine, like the ''Doom'' engine, used binary space partitioning (BSP) to optimise the world rendering. The ''Quake'' engine also used Gouraud shading for moving objects, and a static lightmap for non-moving objects. Historically, the ''Quake'' engine has been treated as a separate engine from its successor, the ''Quake II'' engine. Although the codebases for ''Quake'' and ''Quake II'' were separate GPL releases, both engines are now considered variants of id Tech 2. History The ''Quake'' engine was developed from 1995 for the video game ''Quake'', released on June 22, 19 ...
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Reincarnation
Reincarnation, also known as rebirth or transmigration, is the philosophical or religious concept that the non-physical essence of a living being begins a new lifespan in a different physical form or body after biological death. In most beliefs involving reincarnation, the soul of a human being is immortal and does not disperse after the physical body has perished. Upon death, the soul merely transmigrates into a newborn baby or into an animal to continue its immortality. (The term "transmigration" means the passing of a soul from one body to another after death.) Reincarnation ('' punarjanman'') is a central tenet of Indian religions such as Hinduism, Buddhism, Jainism, and Sikhism. In various forms, it occurs as an esoteric belief in many streams of Judaism, in certain pagan religions (including Wicca), and in some beliefs of the Indigenous peoples of the Americas and of Aboriginal Australians (though most believe in an afterlife or spirit world). Some ancient Greek hist ...
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