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A form of level of detail management has been applied to texture maps for years, under the name of mipmapping, also providing higher rendering quality. It is commonplace to say that "an object has been LOD-ed " when the object is simplified by the underlying LOD-ing algorithm as well as a 3D modeler manually creating LOD models.
Mapping a two-dimensional texture onto a 3D model 1: 3D model without textures 2: Same model with textures. Texture mapping [1] [2] [3] is a method for mapping a texture on a computer-generated graphic. "Texture" in this context can be high frequency detail, surface texture, or color.
Halo 3 is claimed by its creators at Bungie to have a draw distance upwards of 14 miles, which is an example of the vastly improved draw distances made possible by more recent game consoles. In addition, Crysis is said to have a draw distance up to 16 kilometers (9.9 mi), while Cube 2: Sauerbraten has a potentially unlimited draw distance ...
Silicate mineral paints or mineral colors are paint coats with mineral binding agents. Two relevant mineral binders play a role in the field of colors: Lime and silicate. Under influence of carbon dioxide, lime-based binders carbonate and water silicate-based binders solidify. Together they form calcium silicate hydrates. [1]
An old terrace with most of the brickwork obscured by rendering, paint and "stone" cladding. Image: Andrew Tatlow. Lime render is the first coat of lime "plaster or the like" [1] applied to the external surfaces of traditionally-built stone or brick buildings.
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]
Cement render or cement plaster is the application of a mortar mix of sand and cement, (optionally lime) and water to brick, concrete, stone, or mud brick. It is often textured, colored, or painted after application. It is generally used on exterior walls but can be used to feature an interior wall. [1]
[1] In the field of 3D computer graphics, deferred shading is a screen-space shading technique that is performed on a second rendering pass, after the vertex and pixel shaders are rendered. [2] It was first suggested by Michael Deering in 1988. [3] On the first pass of a deferred shader, only data that is required for shading computation is ...