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Textured Lights| Real-time Rendering Chapter 6.9

Textured Lights Textures can also be used to add visual richness to light sources and allow for complex intensity distribution or spotlight functions. For lights that have all their illumination l...

Parallax Mapping | Real-time Rendering Chapter 6.8

Parallax Mapping A problem with bump and normal mapping is that the bumps never shift location with the view angle, nor ever block each other. It would be better to have the bumps actually affect ...

Bump Mapping | Real-time Rendering Chapter 6.7

Bump Mapping This section describes a large family of small-scale detail representation techniques that we collectively call bump mapping. All these methods are typically implemented by modifying t...

Alpha Mapping | Real-time Rendering Chapter 6.6

Alpha Mapping This section discusses the use of textures with alphas, noting various limitations and solutions along the way. Decal By assigning an alpha of 0 to a texel, you make it transparent...

Material Mapping | Real-time Rendering Chapter 6.5

Material Mapping A common use of a texture is to modify a material property affecting the shading equation. Real-world objects usually have material properties that vary over their surface. To sim...

Texture Animation | Real-time Rendering Chapter 6.4

Texture Animation The image applied to a surface does not have to be static. For example, a video source can be used as a texture that changes from frame to frame. The texture coordinates need no...

Procedural Texturing | Real-time Rendering Chapter 6.3

Procedural Texturing Although procedural textures are commonly used in offline rendering applications, image textures are far more common in real-time rendering. This is due to the extremely high e...

Image Texturing | Real-time Rendering Chapter 6.2

Image Texturing What the floating point coordinates of the center of a pixel are? DirectX 10 onward changes to OpenGL’s system, where the center of a texel has the fractional values (0.5,0.5)—...

Rigid Contacts| Intro to Physics-Based Animation

Particle Collision Detection and Response Concept: Signed Distance Field (omitted) The corresponding operation of AND bool operation is [inside: \phi(\mathbf{x}) = \max {\phi_i(\mathbf{x})}] O...

Cloth Simulation | Intro to Physics-Based Animation

A Mass-Spring System We could turn the mesh plane into a mass-spring system to simulate the cloth. But first, we need to make raw mesh data into a data structure for simulation. Topological Const...

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