Texture mappingTexture mapping is a method for mapping a texture on a . Texture here can be high frequency detail, surface texture, or color. The original technique was pioneered by Edwin Catmull in 1974. Texture mapping originally referred to diffuse mapping, a method that simply mapped pixels from a texture to a 3D surface ("wrapping" the image around the object).
Affine geometryIn mathematics, affine geometry is what remains of Euclidean geometry when ignoring (mathematicians often say "forgetting") the metric notions of distance and angle. As the notion of parallel lines is one of the main properties that is independent of any metric, affine geometry is often considered as the study of parallel lines. Therefore, Playfair's axiom (Given a line L and a point P not on L, there is exactly one line parallel to L that passes through P.) is fundamental in affine geometry.
Trilinear coordinatesIn geometry, the trilinear coordinates x : y : z of a point relative to a given triangle describe the relative directed distances from the three sidelines of the triangle. Trilinear coordinates are an example of homogeneous coordinates. The ratio x : y is the ratio of the perpendicular distances from the point to the sides (extended if necessary) opposite vertices A and B respectively; the ratio y : z is the ratio of the perpendicular distances from the point to the sidelines opposite vertices B and C respectively; and likewise for z : x and vertices C and A.
3D rendering3D rendering is the 3D computer graphics process of converting 3D models into 2D images on a computer. 3D renders may include photorealistic effects or non-photorealistic styles. Rendering is the final process of creating the actual 2D image or animation from the prepared scene. This can be compared to taking a photo or filming the scene after the setup is finished in real life. Several different, and often specialized, rendering methods have been developed.
AliasingIn signal processing and related disciplines, aliasing is the overlapping of frequency components resulting from a sample rate below the Nyquist frequency. This overlap results in distortion or artifacts when the signal is reconstructed from samples which causes the reconstructed signal to differ from the original continuous signal. Aliasing that occurs in signals sampled in time, for instance in digital audio or the stroboscopic effect, is referred to as temporal aliasing. Aliasing in spatially sampled signals (e.
Multisample anti-aliasingMultisample anti-aliasing (MSAA) is a type of spatial anti-aliasing, a technique used in computer graphics to remove jaggies. The term generally refers to a special case of supersampling. Initial implementations of full-scene anti-aliasing (FSAA) worked conceptually by simply rendering a scene at a higher resolution, and then downsampling to a lower-resolution output. Most modern GPUs are capable of this form of anti-aliasing, but it greatly taxes resources such as texture, bandwidth, and fillrate.
LightmapA lightmap is a data structure used in lightmapping, a form of surface caching in which the brightness of surfaces in a virtual scene is pre-calculated and stored in texture maps for later use. Lightmaps are most commonly applied to static objects in applications that use real-time 3D computer graphics, such as video games, in order to provide lighting effects such as global illumination at a relatively low computational cost. John Carmack's Quake was the first computer game to use lightmaps to augment rendering.
Geometric transformationIn mathematics, a geometric transformation is any bijection of a set to itself (or to another such set) with some salient geometrical underpinning. More specifically, it is a function whose domain and range are sets of points — most often both or both — such that the function is bijective so that its inverse exists. The study of geometry may be approached by the study of these transformations. Geometric transformations can be classified by the dimension of their operand sets (thus distinguishing between, say, planar transformations and spatial transformations).
Special right triangleA special right triangle is a right triangle with some regular feature that makes calculations on the triangle easier, or for which simple formulas exist. For example, a right triangle may have angles that form simple relationships, such as 45°–45°–90°. This is called an "angle-based" right triangle. A "side-based" right triangle is one in which the lengths of the sides form ratios of whole numbers, such as 3 : 4 : 5, or of other special numbers such as the golden ratio.
Acute and obtuse trianglesAn acute triangle (or acute-angled triangle) is a triangle with three acute angles (less than 90°). An obtuse triangle (or obtuse-angled triangle) is a triangle with one obtuse angle (greater than 90°) and two acute angles. Since a triangle's angles must sum to 180° in Euclidean geometry, no Euclidean triangle can have more than one obtuse angle. Acute and obtuse triangles are the two different types of oblique triangles — triangles that are not right triangles because they do not have a 90° angle.
Isosceles triangleIn geometry, an isosceles triangle (aɪˈsɒsəliːz) is a triangle that has two sides of equal length. Sometimes it is specified as having exactly two sides of equal length, and sometimes as having at least two sides of equal length, the latter version thus including the equilateral triangle as a special case. Examples of isosceles triangles include the isosceles right triangle, the golden triangle, and the faces of bipyramids and certain Catalan solids.
SupersamplingSupersampling or supersampling anti-aliasing (SSAA) is a spatial anti-aliasing method, i.e. a method used to remove aliasing (jagged and pixelated edges, colloquially known as "jaggies") from images rendered in computer games or other computer programs that generate imagery. Aliasing occurs because unlike real-world objects, which have continuous smooth curves and lines, a computer screen shows the viewer a large number of small squares. These pixels all have the same size, and each one has a single color.