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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 ...
In seismology. In the context of seismic migration, specularity is defined as the cosine of the angle made by the surface normal vector and the angle bisector of the angle defined by the directions of the incident and diffracted rays. [3] For a purely specular seismic event the value of specularity should be equal to unity, as the angle between ...
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.
UV mapping is the 3D modeling process of projecting a 3D model's surface to a 2D image for texture mapping. 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 addition to XYZ) is used in calculating quaternion rotations, a common ...
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 ...
Photometric stereo. Photometric stereo analyzes multiple images of an object under different lighting conditions to estimate a normal direction at each pixel. Photometric stereo is a technique in computer vision for estimating the surface normals of objects by observing that object under different lighting conditions (photometry).
Reflection (computer graphics) Ray-traced model demonstrating specular reflection. Reflection in computer graphics is used to render reflective objects like mirrors and shiny surfaces. Accurate reflections are commonly computed using ray tracing whereas approximate reflections can usually be computed faster by using simpler methods such as ...
Reflection mapping. In computer graphics, reflection mapping or environment mapping[1][2][3] 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 rendered object.