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Texture mapping. Mapping a two-dimensional texture onto a 3D model. 1: 3D model without textures. 2: Same model with textures. Texture mapping[ 1][ 2][ 3] is a method for mapping a texture on a computer-generated graphic. "Texture" in this context can be high frequency detail, surface texture, or color .
In computer graphics, a texture atlas (also called a spritesheet or an image sprite in 2D game development) is an image containing multiple smaller images, usually packed together to reduce overall dimensions. [1] An atlas can consist of uniformly-sized images or images of varying dimensions. [1] A sub-image is drawn using custom texture ...
Mipmap. In computer graphics, mipmaps (also MIP maps) or pyramids [1] [2] [3] are pre-calculated, optimized sequences of images, each of which is a progressively lower resolution representation of the previous. The height and width of each image, or level, in the mipmap is a factor of two smaller than the previous level.
Anisotropic filtering. An illustration of texture filtering methods showing a texture with trilinear mipmapping (left) and anisotropic texture filtering. In 3D computer graphics, anisotropic filtering (abbreviated AF) [ 1][ 2] is a method of enhancing the image quality of textures on surfaces of computer graphics that are at oblique viewing ...
Water table. Cross-section of a hillslope depicting the vadose zone, capillary fringe, water table, and the phreatic or saturated zone. (Source: United States Geological Survey .) The water table is the upper surface of the zone of saturation. The zone of saturation is where the pores and fractures of the ground are saturated with groundwater ...
Terraria ( / təˈrɛəriə / ⓘ [ 1]) is a 2011 action-adventure sandbox game developed by Re-Logic. The game was first released for Windows and has since been ported to other PC and console platforms. The game features exploration, crafting, building, painting, and combat with a variety of creatures in a procedurally generated 2D world ...
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 (ie. pixels of the texture). Filtering describes how a texture is applied at many different shapes, size, angles and scales.
This normal map is encoded in object space. In 3D computer graphics, normal mapping, or Dot3 bump mapping, is a texture mapping technique used for faking the lighting of bumps and dents – an implementation of bump mapping. It is used to add details without using more polygons. [1]