Displacement Mapping
Displacement mapping is an alternative computer graphics technique in contrast to bump, normal, and parallax mapping, using a texture or height map to cause an effect where the actual geometric position of points over the textured surface are ''displaced'', often along the local surface normal, according to the value the texture function evaluates to at each point on the surface. It gives surfaces a sense of depth and detail, permitting in particular self-occlusion, self-shadowing and silhouettes; on the other hand, it is the most costly of this class of techniques owing to the large amount of additional geometry. For years, displacement mapping was a peculiarity of high-end rendering systems like PhotoRealistic RenderMan, while realtime APIs, like OpenGL and DirectX, were only starting to use this feature. One of the reasons for this is that the original implementation of displacement mapping required an adaptive tessellation of the surface in order to obtain enough microp ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Bump Mapping
Bump mapping is a texture mapping technique in computer graphics for simulating bumps and wrinkles on the surface of an object. This is achieved by perturbing the surface normals of the object and using the perturbed normal during lighting calculations. The result is an apparently bumpy surface rather than a smooth surface, although the surface of the underlying object is not changed. Bump mapping was introduced by James Blinn in 1978.Blinn, James F"Simulation of Wrinkled Surfaces" Computer Graphics, Vol. 12 (3), pp. 286-292 SIGGRAPH-ACM (August 1978) Normal mapping is the most common variation of bump mapping used. Principles Bump mapping is a technique in computer graphics to make a rendered surface look more realistic by simulating small displacements of the surface. However, unlike displacement mapping, the surface geometry is not modified. Instead only the surface normal is modified as if the surface had been displaced. The modified surface normal is then used for li ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Rendering (computer Graphics)
Rendering is the process of generating a physically-based rendering, photorealistic or Non-photorealistic rendering, non-photorealistic image from input data such as 3D models. The word "rendering" (in one of its senses) originally meant the task performed by an artist when depicting a real or imaginary thing (the finished artwork is also called a "architectural rendering, rendering"). Today, to "render" commonly means to generate an image or video from a precise description (often created by an artist) using a computer program. A application software, software application or component-based software engineering, component that performs rendering is called a rendering software engine, engine, render engine, : Rendering systems, rendering system, graphics engine, or simply a renderer. A distinction is made between Real-time computer graphics, real-time rendering, in which images are generated and displayed immediately (ideally fast enough to give the impression of motion or an ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Tessellation
A tessellation or tiling is the covering of a surface, often a plane, using one or more geometric shapes, called ''tiles'', with no overlaps and no gaps. In mathematics, tessellation can be generalized to higher dimensions and a variety of geometries. A periodic tiling has a repeating pattern. Some special kinds include '' regular tilings'' with regular polygonal tiles all of the same shape, and '' semiregular tilings'' with regular tiles of more than one shape and with every corner identically arranged. The patterns formed by periodic tilings can be categorized into 17 wallpaper groups. A tiling that lacks a repeating pattern is called "non-periodic". An '' aperiodic tiling'' uses a small set of tile shapes that cannot form a repeating pattern (an aperiodic set of prototiles). A '' tessellation of space'', also known as a space filling or honeycomb, can be defined in the geometry of higher dimensions. A real physical tessellation is a tiling made of materials such as ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Texture Map
Texture may refer to: Science and technology * Image texture, the spatial arrangement of color or intensities in an image * Surface texture, the smoothness, roughness, or bumpiness of the surface of an object * Texture (roads), road surface characteristics with waves shorter than road roughness * Texture (cosmology), a theoretical topological defect in the structure of spacetime * Crystallographic texture, distribution of crystallographic orientations in a polycrystalline material * Texture (geology), a physical appearance or character of a rock * Texture mapping, a bitmap image applied to a surface in computer graphics * Soil texture, a relative proportion of grain sizes of a soil Arts * Texture (visual arts), an element of design and its application in art Music * Texture (music), an overall sound created by the interaction of aspects of a piece of music * ''Textures'' (album), a 1989 album by Brian Eno * Textures (band), a metal band from the Netherlands, who form ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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High Level Shader Language
The High-Level Shader Language or High-Level Shading Language (HLSL) is a proprietary shading language developed by Microsoft for the Direct3D 9 API to augment the shader assembly language, and went on to become the required shading language for the unified shader model of Direct3D 10 and higher. HLSL is analogous to the GLSL shading language used with the OpenGL standard. It is very similar to the Nvidia Cg shading language, as it was developed alongside it. Early versions of the two languages were considered identical, only marketed differently. HLSL shaders can enable profound speed and detail increases as well as many special effects in both 2D and 3D computer graphics. HLSL programs come in six forms: pixel shaders (fragment in GLSL), vertex shaders, geometry shaders, compute shaders, tessellation shaders (Hull and Domain shaders), and ray tracing shaders (Ray Generation Shaders, Intersection Shaders, Any Hit/Closest Hit/Miss Shaders). A vertex shader is executed for ea ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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3D Computer Graphics
3D computer graphics, sometimes called Computer-generated imagery, CGI, 3D-CGI or three-dimensional Computer-generated imagery, computer graphics, are graphics that use a three-dimensional representation of geometric data (often Cartesian coordinate system#Cartesian coordinates in three dimensions, Cartesian) that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later (possibly as an Computer animation, animation) or displayed in Real-time computer graphics, real time. 3D computer graphics, contrary to what the name suggests, are most often displayed on two-dimensional displays. Unlike 3D film and similar techniques, the result is two-dimensional, without visual depth perception, depth. More often, 3D graphics are being displayed on 3D displays, like in virtual reality systems. 3D graphics stand in contrast to 2D computer graphics which t ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Subdivision Surfaces
In the field of 3D computer graphics, a subdivision surface (commonly shortened to SubD surface or Subsurf) is a curved surface represented by the specification of a coarser polygon mesh and produced by a recursive algorithmic method. The curved surface, the underlying ''inner mesh'', can be calculated from the coarse mesh, known as the ''control cage'' or ''outer mesh'', as the functional limit of an iterative process of subdividing each polygonal face into smaller faces that better approximate the final underlying curved surface. Less commonly, a simple algorithm is used to add geometry to a mesh by subdividing the faces into smaller ones without changing the overall shape or volume. The opposite is reducing polygons or un-subdividing. Overview A subdivision surface algorithm is recursive in nature. The process starts with a base level polygonal mesh. A refinement scheme is then applied to this mesh. This process takes that mesh and subdivides it, creating new vertices an ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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NURBS
Non-uniform rational basis spline (NURBS) is a mathematical model using basis splines (B-splines) that is commonly used in computer graphics for representing curves and surfaces. It offers great flexibility and precision for handling both analytic (defined by common mathematical formulae) and modeled shapes. It is a type of curve modeling, as opposed to polygonal modeling or digital sculpting. NURBS curves are commonly used in computer-aided design (CAD), manufacturing (CAM), and engineering (CAE). They are part of numerous industry-wide standards, such as IGES, STEP, ACIS, and PHIGS. Tools for creating and editing NURBS surfaces are found in various 3D graphics, rendering, and animation software packages. They can be efficiently handled by computer programs yet allow for easy human interaction. NURBS surfaces are functions of two parameters mapping to a surface in three-dimensional space. The shape of the surface is determined by control points. In a compact form, NURB ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Pixar
Pixar (), doing business as Pixar Animation Studios, is an American animation studio based in Emeryville, California, known for its critically and commercially successful computer-animated feature films. Pixar is a subsidiary of Walt Disney Studios, a division of Disney Entertainment, a segment of the Walt Disney Company. Pixar started in 1979 as part of the Lucasfilm computer division. It was known as the Graphics Group before its spin-off as a corporation in 1986, with funding from Apple co-founder Steve Jobs, who became its majority shareholder. Disney announced its acquisition of Pixar in January 2006, and completed it in May 2006. Pixar is best known for its feature films, technologically powered by RenderMan, the company's own implementation of the industry-standard RenderMan Interface Specification image-rendering API. The studio's mascot is Luxo Jr., a desk lamp from the studio's 1986 short film of the same name. Pixar has produced 28 feature films, wit ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Algorithm
In mathematics and computer science, an algorithm () is a finite sequence of Rigour#Mathematics, mathematically rigorous instructions, typically used to solve a class of specific Computational problem, problems or to perform a computation. Algorithms are used as specifications for performing calculations and data processing. More advanced algorithms can use Conditional (computer programming), conditionals to divert the code execution through various routes (referred to as automated decision-making) and deduce valid inferences (referred to as automated reasoning). In contrast, a Heuristic (computer science), heuristic is an approach to solving problems without well-defined correct or optimal results.David A. Grossman, Ophir Frieder, ''Information Retrieval: Algorithms and Heuristics'', 2nd edition, 2004, For example, although social media recommender systems are commonly called "algorithms", they actually rely on heuristics as there is no truly "correct" recommendation. As an e ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Reyes Rendering
Reyes rendering is a computer software architecture used in 3D computer graphics to render photo-realistic images. It was developed in the mid-1980s by Loren Carpenter and Robert L. Cook at Lucasfilm's Computer Graphics Research Group, which is now Pixar. It was first used in 1982 to render images for the ''Genesis effect'' sequence in the movie '' Star Trek II: The Wrath of Khan''. Pixar's RenderMan was an implementation of the Reyes algorithm, It has been deprecated as of 2016 and removed as of RenderMan 21. According to the original paper describing the algorithm, the Reyes image rendering system is "An architecture for fast high-quality rendering of complex images." Reyes was proposed as a collection of algorithms and data processing systems. However, the terms "algorithm" and "architecture" have come to be used synonymously in this context and are used interchangeably in this article. Name ''Reyes'' is an acronym for ''Renders Everything You Ever Saw'' (the name is also ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Texture Synthesis
Texture synthesis is the process of algorithmically constructing a large digital image from a small digital sample image by taking advantage of its structural content. It is an object of research in computer graphics and is used in many fields, amongst others digital image editing, 3D computer graphics and Film#Production, post-production of films. Texture synthesis can be used to fill in holes in images (as in inpainting), create large non-repetitive background images and expand small pictures. Contrast with procedural textures Procedural textures are a related technique which may synthesise textures from scratch with no source material. By contrast, texture synthesis refers to techniques where some source image is being matched or extended. Textures "Texture (computer graphics), Texture" is an ambiguous word and in the context of texture synthesis may have one of the following meanings: # In common speech, the word "texture" is used as a synonym for "surface structure". Texture ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |