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Subsurface Scattering
Subsurface scattering (SSS), also known as subsurface light transport (SSLT), is a mechanism of light transport in which light that penetrates the surface of a translucent object is scattered by interacting with the material and exits the surface at a different point. The light will generally penetrate the surface and be reflected a number of times at irregular angles inside the material before passing back out of the material at a different angle than it would have had if it had been reflected ''directly'' off the surface. Subsurface scattering is important for realistic 3D computer graphics, being necessary for the rendering of materials such as marble, skin, leaves, wax and milk. If subsurface scattering is not implemented, the material may look unnatural, like plastic or metal. Rendering techniques To improve rendering efficiency, many real-time computer graphics algorithms only compute the reflectance at the *surface* of an object. In reality, many materials are slightly t ...
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Shadow Mapping
Shadow mapping or shadowing projection is a process by which shadows are added to 3D computer graphics. This concept was introduced by Lance Williams in 1978, in a paper entitled "Casting curved shadows on curved surfaces." Since then, it has been used both in pre-rendered and realtime scenes in many console and PC games. Shadows are created by testing whether a pixel is visible from the light source, by comparing the pixel to a z-buffer or ''depth'' image of the light source's view, stored in the form of a texture. Principle of a shadow and a shadow map If you looked out from a source of light, all of the objects you can see would appear in light. Anything behind those objects, however, would be in shadow. This is the basic principle used to create a shadow map. The light's view is rendered, storing the depth of every surface it sees (the shadow map). Next, the regular scene is rendered comparing the depth of every point drawn (as if it were being seen by the light, rather tha ...
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Blender (software)
Blender is a free and open-source 3D computer graphics software tool set used for creating animated films, visual effects, art, 3D-printed models, motion graphics, interactive 3D applications, virtual reality, and, formerly, video games. Blender's features include 3D modelling, UV mapping, texturing, digital drawing, raster graphics editing, rigging and skinning, fluid and smoke simulation, particle simulation, soft body simulation, sculpting, animation, match moving, rendering, motion graphics, video editing, and compositing. History The Dutch animation studio NeoGeo (not related to Neo Geo video game hardware) started to develop Blender as an in-house application, and based on the timestamps for the first source files, January 2, 1994 is considered to be Blender's birthday. Version 1.00 was released in January 1995, with the primary author being company co-owner and software developer Ton Roosendaal. The name ''Blender'' was inspired by a song by the Swiss electroni ...
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Blender 3D: Noob To Pro/Subsurface Scattering
A blender (sometimes called a mixer or liquidiser in British English) is a kitchen and laboratory appliance used to mix, crush, purée or emulsify food and other substances. A stationary blender consists of a blender container with a rotating metal blade at the bottom, powered by an electric motor that is in the base. Some powerful models can also crush ice and other frozen foods. The newer immersion blender configuration has a motor on top connected by a shaft to a rotating blade at the bottom, which can be used with any container. Characteristics Different blenders have different functions and features but product testing indicates that many blenders, even the less expensive ones, are useful for meeting many consumer needs. Features which consumers consider when purchasing a blender include the following: *large visible measurement marks *ease of use *low noise during usage *power usage (typically 300–1000 watts) *ease of cleaning *option for quick "pulse" blending Counterto ...
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Bidirectional Scattering Distribution Function
The definition of the BSDF (bidirectional scattering distribution function) is not well standardized. The term was probably introduced in 1980 by Bartell, Dereniak, and Wolfe. Most often it is used to name the general mathematical function which describes the way in which the light is scattered by a surface. However, in practice, this phenomenon is usually split into the reflected and transmitted components, which are then treated separately as BRDF (bidirectional reflectance distribution function) and BTDF (bidirectional transmittance distribution function). * BSDF is a superset and the generalization of the BRDF and BTDF. The concept behind all BxDF functions could be described as a black box with the inputs being any two angles, one for incoming (incident) ray and the second one for the outgoing (reflected or transmitted) ray at a given point of the surface. The output of this black box is the value defining the ratio between the incoming and the outgoing light energy for the g ...
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Light Map
A lightmap is a data structure used in lightmapping, a form of surface caching in which the brightness of surfaces in a virtual scene is pre-calculated and stored in texture maps for later use. Lightmaps are most commonly applied to static objects in applications that use real-time 3D computer graphics, such as video games, in order to provide lighting effects such as global illumination at a relatively low computational cost. History John Carmack's Quake was the first computer game to use lightmaps to augment rendering. Before lightmaps were invented, realtime applications relied purely on Gouraud shading to interpolate vertex lighting for surfaces. This only allowed low frequency lighting information, and could create clipping artifacts close to the camera without perspective-correct interpolation. Discontinuity meshing was sometimes used especially with radiosity solutions to adaptively improve the resolution of vertex lighting information, however the additional co ...
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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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The Matrix Reloaded
''The Matrix Reloaded'' is a 2003 American science-fiction action film written and directed by the Wachowskis. It is a sequel to ''The Matrix'' (1999) and the second installment in the ''Matrix'' film series. The film stars Keanu Reeves, Laurence Fishburne, Carrie-Anne Moss, Hugo Weaving and Gloria Foster who reprise their roles from the previous film, while Jada Pinkett Smith was introduced in the cast. The film premiered on May 7, 2003, in Westwood, Los Angeles, California, and had its worldwide release by Warner Bros. Pictures on May 15, 2003, including a screening out of competition at the 2003 Cannes Film Festival. The video game ''Enter the Matrix'' and ''The Animatrix'', a collection of short animations, supported and expanded the film's story. The film received generally positive reviews from critics, although most felt it inferior to the first film. It grossed $741.8 million worldwide, breaking '' Terminator 2: Judgment Day''s record and becoming the highest-grossin ...
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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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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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Depth Peeling
Depth peeling is a method of order-independent transparency Order-independent transparency (OIT) is a class of techniques in rasterisational computer graphics for rendering transparency in a 3D scene, which do not require rendering geometry in sorted order for alpha compositing. Description Commonly, 3D g .... Depth peeling has the advantage of being able to generate correct results even for complex images containing intersecting transparent objects. Method Depth peeling works by rendering the image multiple times. Depth peeling uses two Z buffers, one that works conventionally, and one that is not modified, and sets the ''minimum'' distance at which a fragment can be drawn without being discarded. For each pass, the previous pass' conventional Z-buffer is used as the minimal Z-buffer, so each pass draws what was "behind" the previous pass. The resulting images can be combined to form a single image. References Computer graphics {{Compu-graphics-stub ...
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Jade
Jade is a mineral used as jewellery or for ornaments. It is typically green, although may be yellow or white. Jade can refer to either of two different silicate minerals: nephrite (a silicate of calcium and magnesium in the amphibole group of minerals), or jadeite (a silicate of sodium and aluminium in the pyroxene group of minerals). Jade is well known for its ornamental use in East Asian, South Asian, and Southeast Asian art. It is commonly used in Latin America, such as Mexico and Guatemala. The use of jade in Mesoamerica for symbolic and ideological ritual was influenced by its rarity and value among pre-Columbian Mesoamerican cultures, such as the Olmecs, the Maya, and other ancient civilizations of the Valley of Mexico. Etymology The English word ''jade'' is derived (via French and Latin 'flanks, kidney area') from the Spanish term (first recorded in 1565) or 'loin stone', from its reputed efficacy in curing ailments of the loins and kidneys. ''Nephrite'' is der ...
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