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The lower left image shows a scene with a viewpoint marked with a black dot. The upper image shows the net of the cube mapping as seen from that viewpoint, and the lower right image shows the cube superimposed on the original scene. In computer graphics, cube mapping is a method of environment mapping that uses the six faces of a cube as the ...
Cube and other polyhedron maps have since superseded sphere maps in most computer graphics applications, with the exception of acquiring image-based lighting. Image-based lighting can be done with parallax-corrected cube maps. [4] Generally, cube mapping uses the same skybox that is used in outdoor renderings. Cube-mapped reflection is done by ...
A skybox is a method of creating backgrounds to make a video game level appear larger than it really is. [1] When a skybox is used, the level is enclosed in a cuboid.The sky, distant mountains, distant buildings, and other unreachable objects are projected onto the cube's faces (using a technique called cube mapping), thus creating the illusion of distant three-dimensional surroundings.
Environment mapping (e.g. cube mapping): a technique that has been widely used e.g. in video games, offering reflection approximation that's mostly sufficient to the eye, but lacking self-reflections and requiring pre-rendering of the environment map.
Cube mapping A form of environment reflection mapping in which the environment is captured on a surface of a cube (cube map). Culling Before rendering begins, culling removes objects that don't significantly contribute to the rendered result (e.g. being obscured or outside camera view). [3]: 830
When the scene is rendered, each triangle will map to the appropriate texture from the "decal sheet". A UV map can either be generated automatically by the software application, made manually by the artist, or some combination of both. Often a UV map will be generated, and then the artist will adjust and optimize it to minimize seams and overlaps.
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An equirectangular projection simply maps the yaw and pitch (longitude and latitude) of a sphere linearly to a rectangular image. It produces a signature curved look. In addition, the distribution of pixel density (which can be visualized with Tissot's indicatrix ) is suboptimal, with the usually more important "equator" getting the lowest density.