From EECH Central
Revision as of 22:00, 3 May 2016 by Messyhead (added toc)
This article is about the basic principles of a 3D environment.
- Most of the time there's a pixel overload to display on a computer screen. For example there's no need to render all pixels at distant objects. This has to be scaled down to the amount of pixels needed, this technique is called "texture filtering". Common filtering methods are:
- anisotropic filtering
- bilinear filtering
- mip mapping
- Anisotropic filtering is one of the latest filtering methods in todays graphics cards. The method is not new, but its a computing intensive process, which previous hardware couldn't handle well.
- Bilinear filtering is not there to filter pixels, but to add pixels if the texture hasn't a sufficient amount of pixels.
- The mip mapping technique allows the use of texture with less resolution for distant objects. This will decrease the "texture filtering" process workload, simply because it has less pixels to filter now.
- Shaders is another method of creating good rendered images. A shader can alter mapped texture pixel's color. Light shader are very common for this purpose. It alters the brightness of a pixel to simulate shadows and highlights.
- Bump mapping is a shader technique to create deceiving depths on a textured object.
The word pixel could have 3 meanings.
|texture pixel||a pixel on a texture map|
|mapped texture pixel||a pixel of a texture map applied on 3D object|
|screen pixel||a pixel on the computer screen|