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  2. UV mapping - Wikipedia

    en.wikipedia.org/wiki/UV_mapping

    UV texturing is an alternative to projection mapping (e.g., using any pair of the model's X, Y, Z coordinates or any transformation of the position); it only maps into a texture space rather than into the geometric space of the object. The rendering computation uses the UV texture coordinates to determine how to paint the three-dimensional surface.

  3. Pose tracking - Wikipedia

    en.wikipedia.org/wiki/Pose_tracking

    Analogous to bats locating objects using differences in soundwave return times to their two ears, acoustic tracking systems in VR may use sets of at least three ultrasonic sensors and at least three ultrasonic transmitters on devices in order to calculate the position and orientation of an object (e.g. a handheld controller). [23]

  4. Computer graphics lighting - Wikipedia

    en.wikipedia.org/wiki/Computer_graphics_lighting

    Computer graphics lighting is the collection of techniques used to simulate light in computer graphics scenes. While lighting techniques offer flexibility in the level of detail and functionality available, they also operate at different levels of computational demand and complexity.

  5. Key frame - Wikipedia

    en.wikipedia.org/wiki/Key_frame

    Lights have many parameters, including light intensity, beam size, light color, and the texture cast by the light. Supposing that an animator wants the beam size to change smoothly from one value to another within a predefined period of time, that could be achieved by using key frames. At the start of the animation, a beam size value is set.

  6. Match moving - Wikipedia

    en.wikipedia.org/wiki/Match_moving

    In visual effects, match moving is a technique that allows the insertion of 2D elements, other live action elements or CG computer graphics into live-action footage with correct position, scale, orientation, and motion relative to the photographed objects in the shot. It also allows for the removal of live action elements from the live action shot.

  7. Normal mapping - Wikipedia

    en.wikipedia.org/wiki/Normal_mapping

    In object space, the coordinate system is constant. However, object-space normal maps cannot be easily reused on multiple models, as the orientation of the surfaces differs. Since color texture maps can be reused freely, and normal maps tend to correspond with a particular texture map, it is desirable for artists that normal maps have the same ...

  8. Orientation (geometry) - Wikipedia

    en.wikipedia.org/wiki/Orientation_(geometry)

    The position and orientation together fully describe how the object is placed in space. The above-mentioned imaginary rotation and translation may be thought to occur in any order, as the orientation of an object does not change when it translates, and its position does not change when it rotates.

  9. Composition over inheritance - Wikipedia

    en.wikipedia.org/wiki/Composition_over_inheritance

    class Object {public: virtual void update {// no-op} virtual void draw {// no-op} virtual void collide (Object objects []) {// no-op}}; class Visible: public Object {Model * model; public: virtual void draw override {// code to draw a model at the position of this object}}; class Solid: public Object {public: virtual void collide (Object objects []) override {// code to check for and react to ...