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Real-time computer graphics; Reflection (computer graphics) Reflection mapping; Relief mapping (computer graphics) Render farm; Render output unit; Rendering (computer graphics) Rendering equation; Resel; Retained mode; Reverse perspective; Reyes rendering; RGB color model; Run-length encoding; Scan line rendering; Scene graph; Scientific ...
An open surface with u- and v-flow lines and Z-contours shown. In technical applications of 3D computer graphics such as computer-aided design and computer-aided manufacturing, surfaces are one way of representing objects. The other ways are wireframe (lines and curves) and solids.
Glossary of computer graphics; Graphics library – A software component that performs rendering and/or other graphics-related functions, usable by multiple applications, or an interface between a rendering component or graphics pipeline and the applications that use it (in the latter case called an API)
Surface shading - how light spreads across a surface (mostly used in scanline rendering for real-time 3D rendering in video games) Reflection/scattering - how light interacts with a surface at a given point (mostly used in ray-traced renders for non-real-time photorealistic and artistic 3D rendering in both CGI still 3D images and CGI non ...
In 3D computer graphics, a wire-frame model (also spelled wireframe model) is a visual representation of a three-dimensional (3D) physical object. It is based on a polygon mesh or a volumetric mesh, created by specifying each edge of the physical object where two mathematically continuous smooth surfaces meet, or by connecting an object's constituent vertices using (straight) lines or curves.
In computer graphics, relief mapping is a texture mapping technique first introduced in 2000 [1] used to render the surface details of three-dimensional objects accurately and efficiently. [2] It can produce accurate depictions of self-occlusion, self-shadowing, and parallax. [3] It is a form of short-distance ray tracing done in a pixel shader.