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Despite its name, the heliosphere's shape is not a perfect sphere. [6] Its shape is determined by three factors: the interstellar medium (ISM), the solar wind, and the overall motion of the Sun and heliosphere as it passes through the ISM. Because the solar wind and the ISM are both fluid, the heliosphere's shape and size are also fluid.
They are usually flat, without information about the light's direction, whilst some game engines use multiple lightmaps to provide approximate directional information to combine with normal-maps. Lightmaps may also store separate precalculated components of lighting information for semi-dynamic lighting with shaders, such as ambient-occlusion ...
Diffuse interreflection is apparent when light from one diffuse object is reflected onto another. Photon mapping is particularly adept at handling this effect because the algorithm reflects photons from one surface to another based on that surface's bidirectional reflectance distribution function (BRDF), and thus light from one object striking another is a natural result of the method.
The map has been created as above, looking at the sphere along the z-axis. The texture coordinate of the center of the map is (0,0), and the sphere's image has radius 1. We are rendering an image in the same exact situation as the sphere, but the sphere has been replaced with a reflective object.
The photon sphere is located farther from the center of a black hole than the event horizon. Within a photon sphere, it is possible to imagine a photon that is emitted (or reflected) from the back of one's head and, following an orbit of the black hole, is then intercepted by the person's eye, allowing one to see the back of the head, see e.g. [2]
Such globes map the constellations on the outside of a sphere, resulting in a mirror image of the constellations as seen from Earth. The oldest surviving example of such an artifact is the globe of the Farnese Atlas sculpture, a 2nd-century copy of an older ( Hellenistic period , ca. 120 BCE) work.
Spherical harmonic (SH) lighting is a family of real-time rendering techniques that can produce highly realistic shading and shadowing with comparatively little overhead. . All SH lighting techniques involve replacing parts of standard lighting equations with spherical functions that have been projected into frequency space using the spherical harmonics as a b
Globe at Night is an international scientific research program that crowdsources measurements of light pollution in the night sky. At set time periods within each year, the project asks people to count the number of stars that they can see from their location and report it to the project's website.