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Texel (graphics)
In computer graphics, a texel, texture element, or texture pixel is the fundamental unit of a texture map. Textures are represented by arrays of texels representing the texture space, just as other images are represented by arrays of pixels. Texels can also be described by image regions that are obtained through simple procedures such as thresholding. Voronoi tesselation can be used to define their spatial relationships—divisions are made at the midpoints between the centroids of each texel and the centroids of every surrounding texel for the entire texture. This results in each texel centroid having a Voronoi polygon surrounding it, which consists of all points that are closer to its own texel centroid than any other centroid. Rendering When texturing a 3D surface or surfaces (a process known as texture mapping), the renderer maps texels to appropriate pixels in the geometric fragment (typically a triangle) in the output picture. On modern computers, this operation is ...
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Voxel
In 3D computer graphics, a voxel represents a value on a regular grid in three-dimensional space. As with pixels in a 2D bitmap, voxels themselves do not typically have their position (i.e. coordinates) explicitly encoded with their values. Instead, rendering systems infer the position of a voxel based upon its position relative to other voxels (i.e., its position in the data structure that makes up a single volumetric image). In contrast to pixels and voxels, polygons are often explicitly represented by the coordinates of their vertices (as points). A direct consequence of this difference is that polygons can efficiently represent simple 3D structures with much empty or homogeneously filled space, while voxels excel at representing regularly sampled spaces that are non-homogeneously filled. Voxels are frequently used in the visualization and analysis of medical and scientific data (e.g. geographic information systems (GIS)). Some volumetric displays use voxels to describe ...
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Resel
In image analysis, a resel (from ''res''olution ''el''ement) represents the actual spatial resolution in an image or a volumetric dataset. The number of resels in the image may be lower or equal to the number of pixel/voxels in the image. In an actual image the resels can vary across the image and indeed the local resolution can be expressed as "resels per pixel" (or "resels per voxel"). In functional neuroimaging analysis, an estimate of the number of resels together with random field theory is used in statistical inference. Keith Worsley has proposed an estimate for the number of resels/roughness. The word "resel" is related to the words "pixel", "texel", and "voxel", and Waldo R. Tobler is probably among the first to use the word. See also * Kell factor References Bibliography * Keith J. Worsley, An unbiased estimator for the roughness of a multivariate Gaussian random field', Technical report, 2000 July. * * {{Cite journal , doi = 10.1111/j.1538-4632.1985.tb0 ...
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Pixel
In digital imaging, a pixel (abbreviated px), pel, or picture element is the smallest addressable element in a raster image, or the smallest point in an all points addressable display device. In most digital display devices, pixels are the smallest element that can be manipulated through software. Each pixel is a sample of an original image; more samples typically provide more accurate representations of the original. The intensity of each pixel is variable. In color imaging systems, a color is typically represented by three or four component intensities such as red, green, and blue, or cyan, magenta, yellow, and black. In some contexts (such as descriptions of camera sensors), ''pixel'' refers to a single scalar element of a multi-component representation (called a ''photosite'' in the camera sensor context, although ''sensel'' is sometimes used), while in yet other contexts (like MRI) it may refer to a set of component intensities for a spatial position. Etymology The w ...
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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;

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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Texture Filtering
In computer graphics, texture filtering or texture smoothing is the method used to determine the texture color for a texture mapped pixel, using the colors of nearby texels (pixels of the texture). There are two main categories of texture filtering, magnification filtering and minification filtering. Depending on the situation texture filtering is either a type of reconstruction filter where sparse data is interpolated to fill gaps (magnification), or a type of anti-aliasing (AA), where texture samples exist at a higher frequency than required for the sample frequency needed for texture fill (minification). Put simply, filtering describes how a texture is applied at many different shapes, size, angles and scales. Depending on the chosen filter algorithm the result will show varying degrees of blurriness, detail, spatial aliasing, temporal aliasing and blocking. Depending on the circumstances filtering can be performed in software (such as a software rendering package) or in hardware ...
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Integer
An integer is the number zero (), a positive natural number (, , , etc.) or a negative integer with a minus sign (−1, −2, −3, etc.). The negative numbers are the additive inverses of the corresponding positive numbers. In the language of mathematics, the set of integers is often denoted by the boldface or blackboard bold \mathbb. The set of natural numbers \mathbb is a subset of \mathbb, which in turn is a subset of the set of all rational numbers \mathbb, itself a subset of the real numbers \mathbb. Like the natural numbers, \mathbb is countably infinite. An integer may be regarded as a real number that can be written without a fractional component. For example, 21, 4, 0, and −2048 are integers, while 9.75, , and  are not. The integers form the smallest group and the smallest ring containing the natural numbers. In algebraic number theory, the integers are sometimes qualified as rational integers to distinguish them from the more general algebraic integers ...
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Eric Haines
Eric Haines is an American software engineer, and is an expert in computer graphics, specifically image rendering. he is with NVIDIA Corporation as Distinguished Engineer. He is a co-author of the book ''Real-Time Rendering'', currently in its fourth edition.Tomas Akenine-Möller, Eric Haines, Naty Hoffman, Angelo Pesce, Michał Iwanicki, and Sébastien Hillaire''Real-Time Rendering'' A K Peters/CRC Press, 4th edition: 2018, 1198pp. * 3rd edition: Tomas Akenine-Möller, Eric Haines, and Naty Hoffman, ''Real-Time Rendering'', Natick: A.K. Peters Ltd., 3rd edition: 2008, 1045pp. * 2nd edition: Tomas Akenine-Möller, Eric Haines, ''Real-Time Rendering'', Natick: A.K. Peters Ltd., 2002, 900pp. * 1st edition: Tomas Möller, Eric Haines, ''Real-Time Rendering'', 1999, 512pp. Eric Haines earned an M.S. in 1986 from Cornell University. His thesis was ''The Light Buffer: A Ray Tracer Shadow Testing Accelerator''. An image created by software based on the thesis was used on the Sep ...
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UV Mapping
UV mapping is the 3D modeling process of projecting a 3D model's surface to a 2D image for texture mapping. The letters "U" and "V" denote the axes of the 2D texture because "X", "Y", and "Z" are already used to denote the axes of the 3D object in model space, while "W" (in addition to XYZ) is used in calculating quaternion rotations, a common operation in computer graphics. Process UV texturing permits polygons that make up a 3D object to be painted with color (and other surface attributes) from an ordinary image. The image is called a UV texture map.Mullen, T (2009). Mastering Blender. 1st ed. Indianapolis, Indiana: Wiley Publishing, Inc. The UV mapping process involves assigning pixels in the image to surface mappings on the polygon, usually done by "programmatically" copying a triangular piece of the image map and pasting it onto a triangle on the object.Murdock, K.L. (2008). 3ds Max 2009 Bible. 1st ed. Indianapolis, Indiana: Wiley Publishing, Inc. UV texturing is an alter ...
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Graphics Processing Unit
A graphics processing unit (GPU) is a specialized electronic circuit designed to manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device. GPUs are used in embedded systems, mobile phones, personal computers, workstations, and game consoles. Modern GPUs are efficient at manipulating computer graphics and image processing. Their parallel structure makes them more efficient than general-purpose central processing units (CPUs) for algorithms that process large blocks of data in parallel. In a personal computer, a GPU can be present on a video card or embedded on the motherboard. In some CPUs, they are embedded on the CPU die. In the 1970s, the term "GPU" originally stood for ''graphics processor unit'' and described a programmable processing unit independently working from the CPU and responsible for graphics manipulation and output. Later, in 1994, Sony used the term (now standing for ''graphics processing unit'' ...
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