Inverse-texture Mapping
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Inverse-texture Mapping
Texture mapping is a method for mapping a texture on a computer-generated imagery, computer-generated graphic. Texture here can be high frequency complexity, detail, Procedural_texture, 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 Polygon mesh, 3D surface ("wrapping" the image around the object). In recent decades, the advent of multi-pass rendering, multitexturing, Mipmap, mipmaps, and more complex mappings such as height mapping, bump mapping, normal mapping, displacement mapping, reflection mapping, specular mapping, ambient occlusion, occlusion mapping, and many other variations on the technique (controlled by a materials system) have made it possible to simulate near-Photorealistic rendering, photorealism in Real-time data, real time by vastly reducing the number of polygons and lighting calculations needed to ...
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