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Real-world subsurface scattering of light in a photograph of a human hand Computer-generated subsurface scattering in Blender. Subsurface scattering (SSS), also known as subsurface light transport (SSLT), [1] is a mechanism of light transport in which light that penetrates the surface of a translucent object is scattered by interacting with the material and exits the surface potentially at a ...
An opaque object is neither transparent (allowing all light to pass through) nor translucent (allowing some light to pass through). When light strikes an interface between two substances, in general, some may be reflected, some absorbed, some scattered, and the rest transmitted (also see refraction).
Line moiré is one type of moiré pattern; a pattern that appears when superposing two transparent layers containing correlated opaque patterns. Line moiré is the case when the superposed patterns comprise straight or curved lines. When moving the layer patterns, the moiré patterns transform or move at a faster speed.
Photons interact with an object by some combination of reflection, absorption and transmission. Some materials, such as plate glass and clean water, transmit much of the light that falls on them and reflect little of it; such materials are called optically transparent. Many liquids and aqueous solutions are highly transparent.
The flashtube was invented by Harold Edgerton in the 1930s as a means to take sharp photographs of moving objects. Flashtubes were mainly used for strobe lights in scientific studies, but eventually began to take the place of chemical and powder flashbulbs and flash lamps in mainstream photography.
The fluid pressure behind the object is lowered below the vapour pressure of the liquid, forming a bubble of vapour (a cavity) that encompasses the object and reduces drag. Supercavitation is the use of a cavitation bubble to reduce skin friction drag on a submerged object and enable high speeds.
Everything evolved into glass skin, which is now ceding its position as the TikTok trend du jour to pearl skin. (A perfect complement to the coquette fashion trend making the rounds.) Whew.
Also isometric graphics. Graphic rendering technique of three-dimensional objects set in a two-dimensional plane of movement. Often includes games where some objects are still rendered as sprites. 360 no-scope A 360 no-scope usually refers to a trick shot in a first or third-person shooter video game in which one player kills another with a sniper rifle by first spinning a full circle and then ...