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An approximation of the AuthaGraph projection. AuthaGraph is an approximately equal-area world map projection invented by Japanese architect Hajime Narukawa [1] in 1999. [2] The map is made by equally dividing a spherical surface into 96 triangles, transferring it to a tetrahedron while maintaining area proportions, and unfolding it in the form of a rectangle: it is a polyhedral map projection.
Until its dissolution in 2020, Amherst-based ODT Maps Inc. was the exclusive North American publisher of Peters and Hobo–Dyer projection maps. [ 25 ] [ 26 ] [ 27 ] On April 16, 2024, Nebraska Governor Jim Pillen signed a law that requires public schools to display maps based on the Gall–Peters projection, a similar cylindrical equal-area ...
The Goode homolosine projection (or interrupted Goode homolosine projection) is a pseudocylindrical, equal-area, composite map projection used for world maps. Normally it is presented with multiple interruptions, most commonly of the major oceans. Its equal-area property makes it useful for presenting spatial distribution of phenomena.
Specular highlights are high and realistically modeled at the appropriate edge of the tread using a normal map. Physically based rendering ( PBR ) is a computer graphics approach that seeks to render images in a way that models the lights and surfaces with optics in the real world.
Bump maps achieve this effect by changing how an illuminated surface reacts to light, without modifying the size or shape of the surface. Bump mapping [ 1 ] is a texture mapping technique in computer graphics for simulating bumps and wrinkles on the surface of an object.
The standard style for OpenStreetMap, like most Web maps, uses the Web Mercator projection Web Mercator , Google Web Mercator , Spherical Mercator , WGS 84 Web Mercator [ 1 ] or WGS 84/Pseudo-Mercator is a variant of the Mercator map projection and is the de facto standard for Web mapping applications.
Global illumination [1] (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting to 3D scenes. Such algorithms take into account not only the light that comes directly from a light source (direct illumination), but also subsequent cases in which light rays from the same source are reflected by other surfaces in the ...
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 ...