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  2. Parallax occlusion mapping - Wikipedia

    en.wikipedia.org/wiki/Parallax_occlusion_mapping

    This allows developers of 3D rendering applications to add 3D complexity in textures, which correctly change relative to perspective and with self occlusion in real time (self-shadowing is additionally possible), without sacrificing the processor cycles required to create the same effect with geometry calculations. [2]

  3. Grome - Wikipedia

    en.wikipedia.org/wiki/Grome

    Novel texture layering system that allows different shading methods, variable resolutions and images per terrain zones. Creation of images based on brushes or procedural generation based on slope, direction, altitude, external shape files and erosion flowmaps. Transforming objects in Grome editor using 3D gizmos,

  4. Normal mapping - Wikipedia

    en.wikipedia.org/wiki/Normal_mapping

    In 3D computer graphics, normal mapping, or Dot3 bump mapping, is a texture mapping technique used for faking the lighting of bumps and dents – an implementation of bump mapping. It is used to add details without using more polygons . [ 1 ]

  5. Level of detail (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Level_of_detail_(computer...

    Most modern 3D games use a combination of LOD rendering techniques, using different models for large structures and distance culling for environment details like grass and trees. The effect is sometimes still noticeable, for example when the player character flies over the virtual terrain or uses a sniper scope for long distance viewing.

  6. Texture mapping - Wikipedia

    en.wikipedia.org/wiki/Texture_mapping

    A texture map [5] [6] is an image applied (mapped) to the surface of a shape or polygon. [7] This may be a bitmap image or a procedural texture.They may be stored in common image file formats, referenced by 3D model formats or material definitions, and assembled into resource bundles.

  7. Unity (game engine) - Wikipedia

    en.wikipedia.org/wiki/Unity_(game_engine)

    For 3D games, Unity allows specification of texture compression, mipmaps, and resolution settings for each platform that the game engine supports, [54] and provides support for bump mapping, reflection mapping, parallax mapping, screen space ambient occlusion (SSAO), dynamic shadows using shadow maps, render-to-texture and full-screen post ...

  8. Cel shading - Wikipedia

    en.wikipedia.org/wiki/Cel_shading

    Cel shading or toon shading is a type of non-photorealistic rendering designed to make 3D computer graphics appear to be flat by using less shading color instead of a shade gradient or tints and shades. A cel shader is often used to mimic the style of a comic book or cartoon and/or give the render a characteristic paper-like texture. [1]

  9. Universal Scene Description - Wikipedia

    en.wikipedia.org/wiki/Universal_Scene_Description

    Universal Scene Description (USD) is a framework for interchange of 3D computer graphics data. The framework focuses on collaboration, non-destructive editing, and enabling multiple views and opinions about graphics data. [1] USD is used in many industries including visual effects, architecture, design, robotics, CAD, and rendering. [2] [3]