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Anisotropic Filtering
In 3D computer graphics, anisotropic filtering (AF) is a technique that improves the appearance of Texture filtering, textures, especially on surfaces viewed at sharp Viewing angle, angles. It helps make textures look sharper and more detailed by reducing blur and aliasing that can occur when surfaces are angled away from the viewer. Anisotropy, Anisotropic filtering works by applying different amounts of filtering in different directions, unlike simpler methods like Bilinear filtering, bilinear and trilinear filtering which filter equally in all directions. While it requires more processing power than these simpler methods, anisotropic filtering became a standard feature in most graphics cards in the late 1990s and is now commonly used in games and other 3D applications, often with user-adjustable settings. Comparison to isotropic algorithms Anisotropic filtering enhances texture sharpness, counteracting the blur introduced by mipmapping, a common Anti-aliasing filter, ...
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Texture Space
Texture mapping is a term used in computer graphics to describe how 2D images are projected onto 3D models. The most common variant is the UV unwrap, which can be described as an inverse paper cutout, where the surfaces of a 3D model are cut apart so that it can be unfolded into a 2D coordinate space (UV Space). Semantic Texture mapping can both refer to the task of unwrapping a 3D model, the abstract that a 3D model has textures applied to it and the related algorithm of the 3D software. Texture map refers to a Raster graphics also called image, texture. If the texture stores a specific property it's also referred to as color map, roughness map, etc. The coordinate space which converts from the 3D space of a 3D model into a 2D space so that it can sample from the Texture map is called: UV Space, UV Coordinates, Texture Space. Algorithm A simplified explanation of how an algorithm could work to render an image: # For each pixel we trace the coordinates of the screen ...
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Level Of Detail (computer Graphics)
In computer graphics, level of detail (LOD) refers to the complexity of a 3D model representation. LOD can be decreased as the model moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or position. LOD techniques increase the efficiency of rendering (computer graphics), rendering by decreasing the workload on graphics pipeline stages, usually vertex transformations. The reduced visual quality of the model is often unnoticed because of the small effect on object appearance when distant or moving fast. Although most of the time LOD is applied to Geometry (computer graphics), geometry detail only, the basic concept can be generalized. Recently, LOD techniques also included shader management to keep control of pixel complexity. A form of level of detail management has been applied to texture maps for years, under the name of mipmapping, also providing higher rendering quality. It is commonplace to say that "an object has been '' ...
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Draw Distance
Draw, drawing, draws, or drawn most commonly refer to: * Draw (terrain), a terrain feature formed by two parallel ridges or spurs with low ground in between them * Draw (tie), in a competition, where competitors achieve equal outcomes * Drawing, the imparting or production of an image on a surface * To select, pull, or take: ** A part of a card game, to "draw" a card ** A part of a lottery, to "draw" a lottery number ** A part of venipuncture, to "draw" a blood sample ** The act of wielding a weapon by removing it from a scabbard, to "draw" a knife, dagger, or sword ** The act of wielding a weapon by removing it from a holster, to "draw" a handgun Draw and related terms may also refer to: Arts, entertainment, and media Music * Drawn (album), ''Drawn'' (album), a 1998 album by Regina Velasquez * ''Draw'', the 2001 debut album of Matthew Jay * "The Draw", a 2013 song by Bastille (band) * "Draw", a 2022 song by Ichillin' Other arts, entertainment, and media * ''Draw!'', a 198 ...
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Distance Fog
Distance fog is a technique used in 3D computer graphics to enhance the perception of distance by shading distant objects differently. Because many of the shapes in graphical environments are relatively simple, and complex shadows are difficult to render, many graphics engines employ a " fog" gradient so objects further from the camera are progressively more obscured by haze and by aerial perspective. This technique simulates the effect of light scattering, which causes more distant objects to appear lower in contrast, especially in outdoor environments. Visibility in a natural haze declines exponentially, not linearly, with distance due to scattering. The colour of the light being scattered into the viewing path affects the colour of the haze; blue under blue skies, reddish near sunset, as with alpenglow. These more subtle details are represented in some graphics. "Fogging" is another use of distance fog in mid-to-late 1990s games, when processing power was not enou ...
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Digital Artifact
Digital artifact in information science, is any undesired or unintended alteration in data introduced in a digital process by an involved technique and/or technology. Digital artifact can be of any content types including text, audio, video, image, animation or a combination. Information science In information science, digital artifacts result from: *Hardware malfunction: In computer graphics, visual artifacts may be generated whenever a hardware component such as the processor, memory chip, cabling malfunctions, etc., corrupts data. Examples of malfunctions include physical damage, overheating, insufficient voltage and GPU overclocking. Common types of hardware artifacts are texture corruption and T-vertices in 3D graphics, and pixelization in MPEG compressed video. *Software malfunction: Artifacts may be caused by algorithm flaws such as decoding/encoding audio or video, or a poor pseudo-random number generator that would introduce artifacts distinguishable from the d ...
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Stanford University
Leland Stanford Junior University, commonly referred to as Stanford University, is a Private university, private research university in Stanford, California, United States. It was founded in 1885 by railroad magnate Leland Stanford (the eighth List of governors of California, governor of and then-incumbent List of United States senators from California, United States senator representing California) and his wife, Jane Stanford, Jane, in memory of their only child, Leland Stanford Jr., Leland Jr. The university admitted its first students in 1891, opening as a Mixed-sex education, coeducational and non-denominational institution. It struggled financially after Leland died in 1893 and again after much of the campus was damaged by the 1906 San Francisco earthquake. Following World War II, university Provost (education), provost Frederick Terman inspired an entrepreneurship, entrepreneurial culture to build a self-sufficient local industry (later Silicon Valley). In 1951, Stanfor ...
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Cache (computing)
In computing, a cache ( ) is a hardware or software component that stores data so that future requests for that data can be served faster; the data stored in a cache might be the result of an earlier computation or a copy of data stored elsewhere. A cache hit occurs when the requested data can be found in a cache, while a cache miss occurs when it cannot. Cache hits are served by reading data from the cache, which is faster than recomputing a result or reading from a slower data store; thus, the more requests that can be served from the cache, the faster the system performs. To be cost-effective, caches must be relatively small. Nevertheless, caches are effective in many areas of computing because typical Application software, computer applications access data with a high degree of locality of reference. Such access patterns exhibit temporal locality, where data is requested that has been recently requested, and spatial locality, where data is requested that is stored near dat ...
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Texture Compression
Texture compression is a specialized form of image compression designed for storing texture maps in 3D computer graphics rendering systems. Unlike conventional image compression algorithms, texture compression algorithms are optimized for random access. Texture compression can be applied to reduce memory usage at runtime. Texture data is often the largest source of memory usage in a mobile application. Tradeoffs In their seminal paper on texture compression, Beers, Agrawala and Chaddha list four features that tend to differentiate texture compression from other image compression techniques. These features are: ;Decoding Speed: It is highly desirable to be able to render directly from the compressed texture data and so, in order not to impact rendering performance, decompression must be fast. ;Random Access: Since predicting the order that a renderer accesses texels would be difficult, any texture compression scheme must allow fast random access to decompressed texture data. Thi ...
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Memory Bandwidth
Memory bandwidth is the rate at which data can be read from or stored into a semiconductor memory by a processor. Memory bandwidth is usually expressed in units of bytes/second, though this can vary for systems with natural data sizes that are not a multiple of the commonly used 8-bit bytes. Memory bandwidth that is advertised for a given memory or system is usually the maximum theoretical bandwidth. In practice the observed memory bandwidth will be less than (and is guaranteed not to exceed) the advertised bandwidth. A variety of computer benchmarks exist to measure sustained memory bandwidth using a variety of access patterns. These are intended to provide insight into the memory bandwidth that a system should sustain on various classes of real applications. Measurement conventions There are three different conventions for defining the quantity of data transferred in the numerator of "bytes/second": #The bcopy convention: counts the amount of data copied from one location ...
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Max Planck Institute For Informatics
The Max Planck Institute for Informatics (German: ''Max-Planck-Institut für Informatik'', abbreviated ''MPI-INF'' or ''MPII'') is a research institute in computer science with a focus on algorithms and their applications in a broad sense. It hosts fundamental research (algorithms and complexity, computational logic, programming logics) as well a research for various application domains (computer graphics, geometric computation, constraint solving, computational biology). Founded November 1988 by the Max Planck Society, Germany's largest publicly funded body for foundation research, MPII is located on the campus of Saarland University. Research departments The institute promotes six departments and three independent research groups on its website. The six departments are Algorithms and Complexity; Computer Vision and Machine Learning; Internet Architecture; Computer Graphics; Databases and Information Systems; and Visual Computing and Artificial Intelligence. The three resear ...
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Summed-area Table
A summed-area table is a data structure and algorithm for quickly and efficiently generating the sum of values in a rectangular subset of a grid. In the image processing domain, it is also known as an integral image. It was introduced to computer graphics in 1984 by Frank Crow for use with mipmaps. In computer vision it was popularized by Lewis and then given the name "integral image" and prominently used within the Viola–Jones object detection framework in 2001. Historically, this principle is very well known in the study of multi-dimensional probability distribution functions, namely in computing 2D (or ND) probabilities (area under the probability distribution) from the respective cumulative distribution functions. The algorithm As the name suggests, the value at any point (''x'', ''y'') in the summed-area table is the sum of all the pixels above and to the left of (''x'', ''y''), inclusive: I(x,y) = \sum_ i(x',y') where i(x,y) is the value of the pixel at (''x' ...
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