Приклади вживання Cube texture Англійська мовою та їх переклад на Українською
{-}
-
Colloquial
-
Ecclesiastic
-
Computer
How to create cube texture?
Ids of cube texture, framebuffer and depth renderbuffer.
Loading of cube texture.
Cube texture contains six usual 2D square textures. .
For each face of cube texture.
Spherical Harmonics from cube texture.
You can create cube texture from wide panoramic photo.
Shader that blurs cube texture.
How to use cube texture as source of color of a light.
Render scene to each side of the cube texture.
Create new cube texture and set its parameters; very similar to 2D texture. .
Fragment shader that blurs input cube texture:.
Blur for cube texture isn't as easy as blur for 2D texture. .
Determine direction from center of cube texture to current texel.
Following tutorial showshow to calculate coefficients of spherical harmonics from a cube texture.
This tutorial shows how to blur cube texture with the help of a shader.
Simulation of reflective and transparent objects using cube textures.
So in most cases one cube texture is used for all objects in the scene, and it's updated only after significant changes of the environment.
If you have nice 3D scene, then you can create cube texture from it.
Cube textures are ideal for static scenes, and also for scenes, where other objects are far from reflective/transparent object.
Calculate coefficients of spherical harmonics from cube texture(environmental map).
You can acquire cube textures from photos of the real environment orrendering of a scene to a cube texture.
And to get the color of lighting in image-based lighting only one ortwo samples from cube texture are required.
Uniformly distributed directions for sampling from input cube texture can be saved in two-dimensional texture(very similar to normal map).
Blurred cube texture can be used for image-based lighting, in environmental mapping method for simulation of transparent and reflective objects and in other effects.
If reflective/refractive object moves, or objects move around this object, then cube texture should be updated with actual environment.
You can calculate coefficients from cube textures that store lighting information or you can adjust coefficients manually in spherical harmonics editor.
Ideally each reflective/transparent object in the scene should have its own cube texture(where environment is stored relative to the center of the object) and cube textures should be updated at every change of the environment.
To get coefficients of spherical harmonics from cube texture, you have to project value of each texel of cube texture onto basis functions of spherical harmonics.