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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 texture. The cube map is generated by first rendering the scene six times from a viewpoint ...
Specular highlights are high and realistically modeled at the appropriate edge of the tread using a normal map. 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 ...
The ambient occlusion map (middle image) for this scene darkens only the innermost angles of corners. In 3D computer graphics, modeling, and animation, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. For example, the interior of a tube is typically more occluded ...
Normal mapping. Normal mapping used to re-detail simplified meshes. Normal map (a) is baked from 78,642 triangle model (b) onto 768 triangle model (c). This results in a render of the 768 triangle model, (d). In 3D computer graphics, normal mapping, or Dot3 bump mapping, is a texture mapping technique used for faking the lighting of bumps and ...
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.
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 UV mapping process involves assigning pixels in the image to surface mappings on the polygon, usually done by "programmatically" copying a triangular piece of the image map and pasting it onto a triangle on the object. [2] UV texturing is an alternative to projection mapping (e.g., using any pair of the model's X, Y, Z coordinates or any ...
Gouraud-shaded triangle mesh using the Phong reflection model. Gouraud shading (/ ɡuːˈroʊ / goo-ROH), named after Henri Gouraud, is an interpolation method used in computer graphics to produce continuous shading of surfaces represented by polygon meshes. In practice, Gouraud shading is most often used to achieve continuous lighting on ...