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[SOURCE: https://en.wikipedia.org/w/index.php?title=Texture_mapping&action=history] | [TOKENS: 67] |
Texture mapping: Revision history For any version listed below, click on its date to view it. For more help, see Help:Page history and Help:Edit summary. (cur) = difference from current version, (prev) = difference from preceding version, m = minor edit, → = section edit, ← = automatic edit summary |
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[SOURCE: https://en.wikipedia.org/wiki/Polygon_mesh] | [TOKENS: 2300] |
Contents Polygon mesh In 3D computer graphics and solid modeling, a polygon mesh is a collection of vertices, edges and faces that defines the shape of a polyhedral object's surface. It simplifies rendering, as in a wire-frame model. The faces usually consist of triangles (triangle mesh), quadrilaterals (quads), or oth... |
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[SOURCE: https://en.wikipedia.org/wiki/Photorealistic_rendering] | [TOKENS: 415] |
Unbiased rendering In computer graphics, unbiased rendering or photorealistic rendering are rendering techniques that avoid systematic errors, or statistical bias, in computing an image’s radiance. Bias in this context means inaccuracies like dimmer light or missing effects such as soft shadows, caused by approximation... |
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[SOURCE: https://en.wikipedia.org/wiki/Texture_mapping#cite_note-5] | [TOKENS: 4408] |
Contents Texture mapping 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... |
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[SOURCE: https://en.wikipedia.org/wiki/Texture_compression] | [TOKENS: 553] |
Contents 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... |
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[SOURCE: https://en.wikipedia.org/wiki/Cube_map] | [TOKENS: 1799] |
Contents Cube mapping Pitch: -10° Yaw: -10° Field of view: 80° In computer graphics, cube mapping is a method of environment mapping that uses the six faces of a cube as the map shape. The environment is projected onto the sides of a cube and stored as six square textures, or unfolded into six regions of a single textu... |
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[SOURCE: https://en.wikipedia.org/wiki/Environment_mapping] | [TOKENS: 1088] |
Contents Reflection mapping In computer graphics, reflection mapping or environment mapping is an efficient image-based lighting technique for approximating the appearance of a reflective surface by means of a precomputed texture. The texture is used to store the image of the distant environment surrounding the rendere... |
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[SOURCE: https://en.wikipedia.org/wiki/Image_channels] | [TOKENS: 1138] |
Contents Channel (digital image) Color digital images are made of pixels, and pixels are made of combinations of primary colors represented by a series of code. A channel in this context is the grayscale image of the same size as a color image,[citation needed] made of just one of these primary colors. For instance, an... |
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[SOURCE: https://en.wikipedia.org/wiki/RGBA] | [TOKENS: 1041] |
Contents RGBA color model RGBA stands for red green blue alpha. While it is sometimes described as a color space, it is actually a three-channel RGB color model supplemented with a fourth alpha channel. Alpha indicates how opaque each pixel is and allows an image to be combined over others using alpha compositing, with... |
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[SOURCE: https://en.wikipedia.org/wiki/Texture_atlases] | [TOKENS: 205] |
Contents Texture atlas 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. An atlas can consist of uniformly-sized images or images of varying dimensions. A sub-i... |
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[SOURCE: https://en.wikipedia.org/wiki/Photoshop] | [TOKENS: 6082] |
Contents Adobe Photoshop Adobe Photoshop is a raster graphics editor developed and published by Adobe for Windows and macOS. It was created in 1987 by Thomas and John Knoll. It is the most used tool for professional digital art, especially in raster graphics editing, and its name has become genericised as a verb (e.g.,... |
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[SOURCE: https://en.wikipedia.org/wiki/Injective] | [TOKENS: 2005] |
Contents Injective function In mathematics, an injective function (also known as injection, or one-to-one function) is a function f that maps distinct elements of its domain to distinct elements of its codomain; that is, x1 ≠ x2 implies f(x1) ≠ f(x2) (equivalently by contraposition, f(x1) = f(x2) implies x1 = x2). In o... |
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[SOURCE: https://en.wikipedia.org/wiki/UV_coordinate] | [TOKENS: 61] |
Glossary of computer graphics This is a glossary of terms relating to computer graphics. For more general computer hardware terms, see glossary of computer hardware terms. 0–9 A B C D E F G H I K L M N O P Q R S T U V W Z References |
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[SOURCE: https://en.wikipedia.org/wiki/Light_mapping] | [TOKENS: 1017] |
Contents Lightmap 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 graphic... |
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[SOURCE: https://en.wikipedia.org/wiki/3D_paint_tool] | [TOKENS: 61] |
Glossary of computer graphics This is a glossary of terms relating to computer graphics. For more general computer hardware terms, see glossary of computer hardware terms. 0–9 A B C D E F G H I K L M N O P Q R S T U V W Z References |
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[SOURCE: https://en.wikipedia.org/wiki/Texture_mapping#cite_note-10] | [TOKENS: 4408] |
Contents Texture mapping 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... |
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[SOURCE: https://en.wikipedia.org/wiki/Render_mapping] | [TOKENS: 61] |
Glossary of computer graphics This is a glossary of terms relating to computer graphics. For more general computer hardware terms, see glossary of computer hardware terms. 0–9 A B C D E F G H I K L M N O P Q R S T U V W Z References |
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[SOURCE: https://en.wikipedia.org/wiki/Texture_mapping#cite_note-9] | [TOKENS: 4408] |
Contents Texture mapping 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... |
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[SOURCE: https://en.wikipedia.org/wiki/Spherical_coordinates] | [TOKENS: 10927] |
Contents Spherical coordinate system In mathematics, a spherical coordinate system specifies a given point in three-dimensional space by using a distance and two angles as its three coordinates. These are (See graphic regarding the "physics convention".) Once the radius is fixed, the three coordinates (r, θ, φ), known ... |
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[SOURCE: https://en.wikipedia.org/wiki/Screen_space] | [TOKENS: 61] |
Glossary of computer graphics This is a glossary of terms relating to computer graphics. For more general computer hardware terms, see glossary of computer hardware terms. 0–9 A B C D E F G H I K L M N O P Q R S T U V W Z References |
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[SOURCE: https://en.wikipedia.org/wiki/Texel_(graphics)] | [TOKENS: 446] |
Contents 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 a... |
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[SOURCE: https://en.wikipedia.org/w/index.php?title=Texture_mapping&action=edit§ion=9] | [TOKENS: 1430] |
Editing Texture mapping (section) Copy and paste: – — ° ′ ″ ≈ ≠ ≤ ≥ ± − × ÷ ← → · § Cite your sources: <ref></ref> {{}} {{{}}} | [] [[]] [[Category:]] #REDIRECT [[]] <s></s> <sup></sup> <sub></sub> <code></code> <pre></pre> <blockquote></blockquote> <ref></ref> <ref name="" /> {{Reflist}} <references /> <include... |
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[SOURCE: https://en.wikipedia.org/wiki/Nearest-neighbor_interpolation] | [TOKENS: 258] |
Contents Nearest-neighbor interpolation Nearest-neighbor interpolation (also known as proximal interpolation or, in some contexts, point sampling) is a simple method of multivariate interpolation in one or more dimensions. Interpolation is the problem of approximating the value of a function for a non-given point in so... |
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[SOURCE: https://en.wikipedia.org/wiki/Trilinear_interpolation] | [TOKENS: 1483] |
Contents Trilinear interpolation Trilinear interpolation is a method of multivariate interpolation on a 3-dimensional regular grid. It approximates the value of a function at an intermediate point ( x , y , z ) {\displaystyle (x,y,z)} within the local axial rectangular prism linearly, using function data on the lattice... |
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[SOURCE: https://en.wikipedia.org/wiki/Wrapping_(graphics)] | [TOKENS: 217] |
Contents 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 ... |
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