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  2. Mipmap - Wikipedia

    en.wikipedia.org/wiki/Mipmap

    In computer graphics, mipmaps (also MIP maps) or pyramids [1] [2] [3] are pre-calculated, optimized sequences of images, each of which is a progressively lower resolution representation of the previous. The height and width of each image, or level, in the mipmap is a factor of two smaller than the previous level.

  3. Texture filtering - Wikipedia

    en.wikipedia.org/wiki/Texture_filtering

    Mipmapping is a standard technique used to save some of the filtering work needed during texture minification. [2] It is also highly beneficial for cache coherency - without it the memory access pattern during sampling from distant textures will exhibit extremely poor locality, adversely affecting performance even if no filtering is performed.

  4. Geomipmapping - Wikipedia

    en.wikipedia.org/wiki/Geomipmapping

    Geomipmapping or geometrical mipmapping is a real-time block-based terrain rendering algorithm developed by W.H. de Boer in 2000 that aims to reduce CPU processing time which is a common bottleneck in level of detail approaches to terrain rendering.

  5. Maximum intensity projection - Wikipedia

    en.wikipedia.org/wiki/Maximum_intensity_projection

    This helps the viewer's perception to find the relative 3D positions of the object components. However, since the projection is orthographic the viewer cannot distinguish between left or right, front or back and even if the object is rotating clockwise or anti-clockwise. Use of depth weighting during production of rotating cines of MIP images ...

  6. Normal mapping - Wikipedia

    en.wikipedia.org/wiki/Normal_mapping

    A texture map (left). The corresponding normal map in tangent space (center). The normal map applied to a sphere in object space (right). Normal map reuse is made possible by encoding maps in tangent space. The tangent space is a vector space, which is tangent to the model's surface. The coordinate system varies smoothly (based on the ...

  7. Shadow mapping - Wikipedia

    en.wikipedia.org/wiki/Shadow_mapping

    The first step is to find the coordinates of the object as seen from the light, as a 3D object only uses 2D coordinates with axis X and Y to represent its geometric shape on screen, these vertex coordinates will match up with the corresponding edges of the shadow parts within the shadow map (depth map) itself. The second step is the depth test ...

  8. Talk:Mipmap - Wikipedia

    en.wikipedia.org/wiki/Talk:Mipmap

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  9. List of chaotic maps - Wikipedia

    en.wikipedia.org/wiki/List_of_chaotic_maps

    Discrete maps usually take the form of iterated functions. Chaotic maps often occur in the study of dynamical systems. Chaotic maps and iterated functions often generate fractals. Some fractals are studied as objects themselves, as sets rather than in terms of the maps that generate them. This is often because there are several different ...