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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 ...
The target application, normal mapping, is an extension of bump mapping that simulates lighting on geometric surfaces by reading surface normals from a rectilinear grid analogous to a texture map - giving simple models the impression of increased complexity. This additional channel however increases the load on the graphics system's memory ...
Bump mapping [1] is a texture mapping technique in computer graphics for simulating bumps and wrinkles on the surface of an object. This is achieved by perturbing the surface normals of the object and using the perturbed normal during lighting calculations. The result is an apparently bumpy surface rather than a smooth surface, although the ...
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.
Solid texturing is a process where the texture generating function is evaluated over at each visible surface point of the model so the resulting material properties (like color, shininess or normal) depends only on their 3D position, not their parametrized 2D surface position like in traditional 2D texture mapping. Consequently, solid textures ...
When computing Worley noise, each seed is located within its own grid square. (Grid is not a part of the noise) Worley noise can be differentiated once to generate a normal map. (Grid is not a part of noise) Worley noise, also called Voronoi noise and cellular noise, is a noise function introduced by Steven Worley in 1996.
Parallax mapping is essentially a method by which rough or uneven surfaces on a 2D texture can be "pulled out" to take on the appearance of a 3D surface. Technically, this is implemented by displacing the texture coordinates at a point on the rendered polygon by a function of the view angle in tangent space (the angle relative to the surface ...
Texture units in a video card take a texture and 'map' it to a piece of geometry. That is, they wrap the texture around the geometry and produce textured pixels which can then be written to the screen. Textures can be an actual image, a lightmap, or even normal maps for advanced surface lighting effects.