Multinomial test: Difference between revisions

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In [[computer graphics]], '''sphere mapping''' (or '''spherical environment mapping''') is a type of [[reflection mapping]] that approximates reflective surfaces by considering the environment to be an infinitely far-away spherical wall.  This environment is stored as a texture depicting what a mirrored sphere would look like if it were placed into the environment, using an [[orthographic projection]] (as opposed to one with [[perspective (graphical)|perspective]]). This texture contains reflective data for the entire environment, except for the spot directly behind the sphere.  (For one example of such an object, see Escher's drawing [[Hand with Reflecting Sphere]].)
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To use this data, the [[surface normal]] of the object, view direction from the object to the camera, and/or reflected direction from the object to the environment is used to calculate a texture coordinate to look up in the aforementioned texture map.  The result appears like the environment is reflected in the surface of the object that is being rendered.
 
== Usage example ==
In the simplest case for generating texture coordinates, suppose:
* The map has been created as above, looking at the sphere along the z-axis.
* The texture coordinate of the center of the map is (0,0), and the sphere's image has radius 1.
* We are rendering an image in the same exact situation as the sphere, but the sphere has been replaced with a reflective object.
* The image being created is orthographic, or the viewer is infinitely far away, so that the view direction does not change as one moves across the image.
At texture coordinate <math>(x,y)</math>, note that the depicted location on the sphere is <math>(x,y,z)</math> (where z is <math>\sqrt{1 - x^2 - y^2}</math>), and the normal at that location is also <math><x,y,z></math>. However, we are given the reverse task (a normal for which we need to produce a texture map coordinate). So the texture coordinate corresponding to normal <math><x,y,z></math> is <math>(x,y)</math>.
 
== See also ==
* [[Cube mapping]]
* [[Skybox (video games)]]
* [[Reflection mapping]]
* [[HEALPix]], mapping with little distortion, arbitrary precision, and equal-sized fragments
 
[[Category:Texture mapping]]
 
{{compu-graphics-stub}}

Latest revision as of 21:29, 3 May 2014

I'm Federico (18) from Mannheim Schonau, Germany.
I'm learning Swedish literature at a local high school and I'm just about to graduate.
I have a part time job in a the office.

my web blog: wordpress backup