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[SOURCE: https://en.wikipedia.org/wiki/Global_illumination] | [TOKENS: 970] |
Contents Global illumination Global illumination (GI), or indirect illumination, refers to a group of algorithms used in 3D computer graphics meant to add more realistic lighting to 3D scenes. Such algorithms take into account not only the light that comes directly from a light source (direct illumination), but also su... |
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[SOURCE: https://en.wikipedia.org/w/index.php?title=Texture_mapping&action=edit§ion=10] | [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/Drawcalls] | [TOKENS: 1629] |
Contents Real-time computer graphics Real-time computer graphics or real-time rendering is the sub-field of computer graphics focused on producing and analyzing images in real time. The term can refer to anything from rendering an application's graphical user interface (GUI) to real-time image analysis, but is most oft... |
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[SOURCE: https://en.wikipedia.org/wiki/Level_of_detail_(computer_graphics)] | [TOKENS: 1858] |
Contents 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 incre... |
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[SOURCE: https://en.wikipedia.org/wiki/Point_cloud_scanning] | [TOKENS: 837] |
Contents Point cloud A point cloud is a discrete set of data points in space. The points may represent a 3D shape or object. Each point position has its set of Cartesian coordinates (X, Y, Z). Points may contain data other than position such as RGB colors, normals, timestamps and others. Point clouds are generally prod... |
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[SOURCE: https://en.wikipedia.org/w/index.php?title=Texture_mapping&action=edit§ion=12] | [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/UV_coordinates] | [TOKENS: 825] |
Contents UV mapping UV mapping in 3D graphics is a process for texture mapping a 3D model by projecting the model's surface coordinates onto a 2D image. 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 ... |
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[SOURCE: https://en.wikipedia.org/wiki/File:Perspective_correct_texture_mapping.svg] | [TOKENS: 226] |
File:Perspective correct texture mapping.svg Summary The SVG was recreated using a program to generate the shapes instead of the hand-made version. The python program used to generate the SVG is available here: https://gist.github.com/bbbradsmith/484e48841a55a7ff1c2b00fb190e5f29 A python code example that generates an ... |
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[SOURCE: https://en.wikipedia.org/wiki/Doom_engine] | [TOKENS: 2360] |
Contents Doom engine id Tech 1, also known as the Doom engine, is the game engine used in the id Software video games Doom and Doom II: Hell on Earth. It is also used in Heretic, Hexen: Beyond Heretic, Strife: Quest for the Sigil, Hacx: Twitch 'n Kill, Freedoom, and other games produced by licensees. It was created by ... |
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[SOURCE: https://en.wikipedia.org/wiki/Texture_mapping#cite_note-13] | [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/Fixed_point_arithmetic] | [TOKENS: 5680] |
Contents Fixed-point arithmetic In computing, fixed-point is a method of representing fractional (non-integer) numbers by storing a fixed number of digits of their fractional part. Dollar amounts, for example, are often stored with exactly two fractional digits, representing the cents (1/100 of a dollar). More generall... |
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[SOURCE: https://en.wikipedia.org/wiki/Voxel_Space] | [TOKENS: 243] |
Contents Voxel Space Voxel Space was a voxel raster graphics rendering engine invented by NovaLogic developer and vice-president of technology, Kyle Freeman. The company was issued a patent for the technology in early 2000. History The original Voxel Space engine was patented in 1996, and first released in software in ... |
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[SOURCE: https://en.wikipedia.org/w/index.php?title=Texture_mapping&action=edit§ion=17] | [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/CPU_register] | [TOKENS: 852] |
Contents Processor register A processor register is a quickly accessible location available to a computer's processor. Registers usually consist of a small amount of fast storage, although some registers have specific hardware functions, and may be read-only or write-only. In computer architecture, registers are typica... |
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[SOURCE: https://en.wikipedia.org/w/index.php?title=Texture_mapping&action=edit§ion=19] | [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/Barycentric_coordinates] | [TOKENS: 12959] |
Contents Barycentric coordinate system In geometry, a barycentric coordinate system is a coordinate system in which the location of a point is specified by reference to a simplex (a triangle for points in a plane, a tetrahedron for points in three-dimensional space, etc.). The barycentric coordinates of a point can be ... |
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[SOURCE: https://en.wikipedia.org/wiki/Polygon_normal] | [TOKENS: 4266] |
Contents Normal (geometry) In geometry, a normal is an object (e.g. a line, ray, or vector) that is perpendicular to a given object. For example, the normal line to a plane curve at a given point is the infinite straight line perpendicular to the tangent line to the curve at the point. A normal vector is a vector perpe... |
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[SOURCE: https://en.wikipedia.org/wiki/Duke_Nukem_3D] | [TOKENS: 5042] |
Contents Duke Nukem 3D Duke Nukem 3D is a 1996 first-person shooter game developed by 3D Realms and published by FormGen for MS-DOS. It is a sequel to the platform games Duke Nukem and Duke Nukem II, published by 3D Realms. Duke Nukem 3D features the adventures of the titular Duke Nukem, voiced by Jon St. John, who fig... |
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[SOURCE: https://en.wikipedia.org/wiki/68000] | [TOKENS: 7459] |
Contents Motorola 68000 The Motorola 68000 (sometimes shortened to Motorola 68k or m68k and usually pronounced "sixty-eight-thousand") is a 16/32-bit complex instruction set computer (CISC) microprocessor, introduced in 1979 by Motorola Semiconductor Products Sector. The design implements a 32-bit instruction set, with... |
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[SOURCE: https://en.wikipedia.org/w/index.php?title=Texture_mapping&action=edit§ion=20] | [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/Arcade_cabinet] | [TOKENS: 3331] |
Contents Arcade cabinet An arcade cabinet, also known as an arcade machine or a coin-op cabinet or coin-op machine, is the housing within which an arcade game's electronic hardware resides. Most cabinets designed since the mid-1980s conform to the Japanese Amusement Machine Manufacturers Association (JAMMA) wiring stan... |
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[SOURCE: https://en.wikipedia.org/wiki/Texture_mapping#cite_note-16] | [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/Scanline_rendering] | [TOKENS: 1212] |
Contents Scanline rendering Scanline rendering (also scan line rendering and scan-line rendering) is an algorithm for visible surface determination, in 3D computer graphics, that works on a row-by-row basis rather than a polygon-by-polygon or pixel-by-pixel basis. All of the polygons to be rendered are first sorted by ... |
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[SOURCE: https://en.wikipedia.org/wiki/Digital_video_effect] | [TOKENS: 258] |
Contents Digital video effect Digital video effects (DVEs) are visual effects that provide comprehensive live video image manipulation, in the same form as optical printer effects in film. DVEs differ from standard video switcher effects (often referred to as analog effects) such as wipes or dissolves, in that they dea... |
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[SOURCE: https://en.wikipedia.org/wiki/DXTn] | [TOKENS: 2426] |
Contents S3 Texture Compression S3 Texture Compression (S3TC) (sometimes also called DXTn, DXTC, or BCn) is a group of related lossy texture compression algorithms originally developed by Iourcha et al. of S3 Graphics, Ltd. for use in their Savage 3D computer graphics accelerator. The method of compression is strikingl... |
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