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  2. Order-independent transparency - Wikipedia

    en.wikipedia.org/wiki/Order-independent_transparency

    Commonly, 3D geometry with transparency is rendered by blending (using alpha compositing) all surfaces into a single buffer (think of this as a canvas).Each surface occludes existing color and adds some of its own color depending on its alpha value, a ratio of light transmittance.

  3. Texture mapping - Wikipedia

    en.wikipedia.org/wiki/Texture_mapping

    Texture streaming is a means of using data streams for textures, where each texture is available in two or more different resolutions, as to determine which texture should be loaded into memory and used based on draw distance from the viewer and how much memory is available for textures. Texture streaming allows a rendering engine to use low ...

  4. Alpha mapping - Wikipedia

    en.wikipedia.org/wiki/Alpha_mapping

    Alpha mapping is used when the given object's transparency is not consistent: when the transparency amount is not the same for the entire object and/or when the object is not entirely transparent. If the object has the same level of transparency everywhere, one can either use a solid-color alpha texture or an integer value.

  5. Volumetric lighting - Wikipedia

    en.wikipedia.org/wiki/Volumetric_lighting

    In volumetric lighting, the light cone emitted by a light source is modeled as a transparent object and considered as a container of a "volume". As a result, light has the capability to give the effect of passing through an actual three-dimensional aerosol (e.g. fog, dust, smoke, or steam) that is inside its volume, just like in the real world.

  6. Blend modes - Wikipedia

    en.wikipedia.org/wiki/Blend_modes

    This is the standard blend mode which uses the top layer alone, [3] without mixing its colors with the layer beneath it: [example needed] (,) =where a is the value of a color channel in the underlying layer, and b is that of the corresponding channel of the upper layer.

  7. Deferred shading - Wikipedia

    en.wikipedia.org/wiki/Deferred_shading

    Deferred lighting (also known as Light Pre-Pass) is a modification of the Deferred Shading. [15] This technique uses three passes, instead of two in deferred shading. On first pass over the scene geometry, only normals and specular spread factor are written to the color buffer.

  8. Reflection (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Reflection_(computer_graphics)

    The effect can be done manually or created with an auxiliary tool which can be installed to create the effect automatically. Unlike a standard computer reflection (and the Java water effect popular in first-generation web graphics ), the wet floor effect involves a gradient and often a slant in the reflection, so that the mirrored image appears ...

  9. HSL and HSV - Wikipedia

    en.wikipedia.org/wiki/HSL_and_HSV

    Fig. 1. HSL (a–d) and HSV (e–h). Above (a, e): cut-away 3D models of each. Below: two-dimensional plots showing two of a model's three parameters at once, holding the other constant: cylindrical shells (b, f) of constant saturation, in this case the outside surface of each cylinder; horizontal cross-sections (c, g) of constant HSL lightness or HSV value, in this case the slices halfway ...