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  2. Specular highlight - Wikipedia

    en.wikipedia.org/wiki/Specular_highlight

    Specular highlights on a pair of spheres. A specular highlight is the bright spot of light that appears on shiny objects when illuminated (for example, see image on right). ). Specular highlights are important in 3D computer graphics, as they provide a strong visual cue for the shape of an object and its location with respect to light sources in the

  3. Glossary of computer graphics - Wikipedia

    en.wikipedia.org/wiki/Glossary_of_computer_graphics

    Specular exponent Controls the glossiness in the Phong shading model. Specular highlights In shading, specular highlight is a bright highlight caused by specular reflections, more prominent on metallic surfaces. These highlights depend on the viewer's position as well as the position of the light source and surface normal. Spline

  4. Specularity - Wikipedia

    en.wikipedia.org/wiki/Specularity

    CG Artists, confused by this term discovered by experimentation that the manipulation of this parameter would cause a reflected highlight from a light source to appear and disappear and therefore misinterpreted "specularity" to mean "light highlights". In fact "Specular" is defined in optics as Optics.

  5. Computer graphics lighting - Wikipedia

    en.wikipedia.org/wiki/Computer_graphics_lighting

    The specular lighting component gives objects shine and highlights. [13] This is distinct from mirror effects because other objects in the environment are not visible in these reflections. [ 12 ] Instead, specular lighting creates bright spots on objects based on the intensity of the specular lighting component and the specular reflection ...

  6. Shading - Wikipedia

    en.wikipedia.org/wiki/Shading

    Phong shading is similar to Gouraud shading, except that instead of interpolating the light intensities the normals are interpolated between the vertices and the lighting is evaluated per-pixel. Thus, the specular highlights are computed much more precisely than in the Gouraud shading model. Compute a normal N for each vertex of the polygon.

  7. Cube mapping - Wikipedia

    en.wikipedia.org/wiki/Cube_mapping

    Cube maps provide a fairly straightforward and efficient solution to rendering stable specular highlights. Multiple specular highlights can be encoded into a cube map texture, which can then be accessed by interpolating across the surface's reflection vector to supply coordinates. Relative to computing lighting at individual vertices, this ...

  8. Gouraud shading - Wikipedia

    en.wikipedia.org/wiki/Gouraud_shading

    However, highly localized lighting effects (such as specular highlights, e.g. the glint of reflected light on the surface of an apple) will not be rendered correctly, and if a highlight lies in the middle of a polygon, but does not spread to the polygon's vertex, it will not be apparent in a Gouraud rendering; conversely, if a highlight occurs ...

  9. Tasword - Wikipedia

    en.wikipedia.org/wiki/Tasword

    Tasword is a word processor for microcomputers developed by Tasman Software. [1] The first version was released for the ZX81 in 1982 and spawned two major revisions in addition to several add-ons and, later, tailored versions for the +2 and +3 Spectrum models, the SAM Coupé, [2] the MSX, [3] the Timex Sinclair 2068 [4] and the Amstrad CPC [5] range.