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  2. UV mapping - Wikipedia

    en.wikipedia.org/wiki/UV_mapping

    UV texturing is an alternative to projection mapping (e.g., using any pair of the model's X, Y, Z coordinates or any transformation of the position); it only maps into a texture space rather than into the geometric space of the object. The rendering computation uses the UV texture coordinates to determine how to paint the three-dimensional surface.

  3. Wavefront .obj file - Wikipedia

    en.wikipedia.org/wiki/Wavefront_.obj_file

    The OBJ file format is a simple data-format that represents 3D geometry alone – namely, the position of each vertex, the UV position of each texture coordinate vertex, vertex normals, and the faces that make each polygon defined as a list of vertices, and texture vertices. Vertices are stored in a counter-clockwise order by default, making ...

  4. UVW mapping - Wikipedia

    en.wikipedia.org/wiki/UVW_mapping

    UVW mapping is a mathematical technique for coordinate mapping. [1] In computer graphics , it most commonly maps an object's surface in R 2 {\displaystyle \mathbb {R} ^{2}} to a solid texture with UVW coordinates in R 3 {\displaystyle \mathbb {R} ^{3}} , in contrast to UV mapping , which maps surfaces in R 2 {\displaystyle \mathbb {R} ^{2}} to ...

  5. Wikipedia : WikiProject Color/Normalized Color Coordinates

    en.wikipedia.org/.../Normalized_Color_Coordinates

    h uv is an angle that is normally given in degrees. L* is in the range 0 to +100. C* uv describes the colorfulness and can range from 0 to a couple hundreds. Colors out of the sRGB gamut should specify a CIELCh uv value. A CIELCh uv value is enough to describe any color possible under daylight.

  6. CIE 1960 color space - Wikipedia

    en.wikipedia.org/wiki/CIE_1960_color_space

    The Planckian locus on the MacAdam (u, v) chromaticity diagram. The normals are lines of equal correlated color temperature. The CIE 1960 color space ("CIE 1960 UCS", variously expanded Uniform Color Space, Uniform Color Scale, Uniform Chromaticity Scale, Uniform Chromaticity Space) is another name for the (u, v) chromaticity space devised by David MacAdam.

  7. Texture mapping - Wikipedia

    en.wikipedia.org/wiki/Texture_mapping

    The existing hardware implementations did not provide effective UV coordinate mapping, which became an important technique for 3D modelling and assisted in clipping the texture correctly when the primitive goes over the edge of the screen. These shortcomings could have been addressed with further development, but GPU design has since mostly ...

  8. UV coordinates - Wikipedia

    en.wikipedia.org/?title=UV_coordinates&redirect=no

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  9. CIE 1964 color space - Wikipedia

    en.wikipedia.org/wiki/CIE_1964_color_space

    The CIE 1964 (U*, V*, W*) color space, also known as CIEUVW, is based on the CIE 1960 UCS: [1] = (), = (), = where (u 0, v 0) is the white point and Y is the luminous tristimulus value of the object.