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Textures
It refers to images applied to surfaces of geometric shapes in three dimensional scenes.
Texture coordinate
It specifies what part of the texture image to sample from.
Sampling
It is the process of retrieving the texture color using texture coordinates.
Texels
It is the pixels of the texture.
Mipmap
It is a collection of texture images where each subsequent texture is twice as small compared to the previous one.
Texture object
It is a data structure that stores pixel data from an image.
Lighting
It refers to the placement of lights in a scene to achieve a desired effect.
Ambient lighting
It affects all points on all geometric surfaces in a scene by the same amount.
Diffuse lighting
It represents light that has been scattered and thus will appear lighter or darker in various regions, depending on the angle of the incoming light.
Specular lighting
It creates bright spots and highlights on a surface to simulate shininess, which is the tendency of a surface to reflect light.
Illumination model
It is a combination of lighting types used to determine the color at each point on a surface.
Phong model
It uses ambient, diffuse, and specular lighting, and is particularly appropriate for reflective or shiny surfaces.
Normal vector
It is a vector perpendicular to the surface
Point light
It simulates rays of light emitted from a single point in all directions and incorporates attenuation.
Attenuation
It is the decrease in intensity as the distance between the light source and the surface increases.
Directional light
It simulates a distant light source such as the sun, in which all the light rays are oriented along the same direction and there is no attenuation.
Shading
When using lights, the colors on a surface may be brighter or dimmer, depending on the angle at which the light rays meet the surface.
Shadows
These are areas hidden from the light source.
Shadow pass
It is where the data required for creating shadows are gathered. Its purpose is to render the scene from the position and direction of the light source to determine what points are “visible” to the light.
Shadow mapping
The scene is rendered from the light's point of view. Everything seen from the light's perspective is lit and everything that cannot be seen must be in shadow.