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  2. Physically based rendering - Wikipedia

    en.wikipedia.org/wiki/Physically_based_rendering

    Physically based rendering ( PBR) is a computer graphics approach that seeks to render images in a way that models the lights and surfaces with optics in the real world. It is often referred to as "Physically Based Lighting" or "Physically Based Shading". Many PBR pipelines aim to achieve photorealism. Feasible and quick approximations of the ...

  3. Procedural texture - Wikipedia

    en.wikipedia.org/wiki/Procedural_texture

    Procedural texture. In computer graphics, a procedural texture[ 1] is a texture created using a mathematical description (i.e. an algorithm) rather than directly stored data. The advantage of this approach is low storage cost, unlimited texture resolution and easy texture mapping. [ 2] These kinds of textures are often used to model surface or ...

  4. Texture synthesis - Wikipedia

    en.wikipedia.org/wiki/Texture_synthesis

    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 post-production of ...

  5. Texture mapping - Wikipedia

    en.wikipedia.org/wiki/Texture_mapping

    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 .

  6. Verge3D - Wikipedia

    en.wikipedia.org/wiki/Verge3D

    PBR For purposes of authoring materials, a glTF 2.0-compliant physically based rendering pipeline is offered alongside the standard shader-based approach. [12] [13] PBR textures can be authored using external texturing software such as Substance Painter for which Verge3D offers the corresponding export preset. [14]

  7. Deferred shading - Wikipedia

    en.wikipedia.org/wiki/Deferred_shading

    The primary advantage of deferred shading is the decoupling of scene geometry from lighting. Only one geometry pass is required, and each light is only computed for those pixels that it actually affects. This gives the ability to render many lights in a scene without a significant performance hit. [ 5] There are some other advantages claimed ...

  8. Displacement mapping - Wikipedia

    en.wikipedia.org/wiki/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. [1]

  9. Bump mapping - Wikipedia

    en.wikipedia.org/wiki/Bump_mapping

    Bump mapping[ 1] 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 ...