By Philip Ball
Color in paintings - as in existence - is either inspiring and uplifting, yet the place does it come from? How have artists came across new shades, and the way have those encouraged their paintings? starting with the ancients - whilst only a handful of pigments made up the artist's palette - and charting the discoveries and advancements that experience resulted in the numerous splendoured rainbow of recent paints, Bright Earth brings the tale of color spectacularly alive. filled with anecdotes approximately fortunate injuries and hapless misfortunes within the quests for brand new colors, it presents an exciting and engaging new viewpoint at the technology of art.
National e-book Critics Circle Award Nominee for feedback (2002)
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Additional resources for Bright Earth: The Invention of Colour
In Unity iOS, you can use the Statistics Â�window to check the video RAM (VRAM) usage of your scene as shown in Fig. 9. 9â•‡ You Can Monitor the VRAM in the Statistics Window. Â€ Also, you can use the Unity iOS Internal Profiler to check the memory usage when profiling your game’s performance in Xcode as shown in Fig. 10. It can be helpful to understand how the texture size translates into texture memory. It’s basically the count of the total number of pixels in the image, multiplied by the number of bits in each pixel.
Within a UV layout, you’ll have UVs that are located along the UV border and are referred to as discontinuous UVs. These discontinuous UVs share vertices with another set of UVs in your map. Even though the vertices are disconnected in the UV map, which is the UV seam, they are still connected on the actual mesh. In modo, the discontinuous UVs that are associated with selected UVs are colored blue as shown in Fig. 14. These coordinates share the same vertex on the mesh. When the GPU encounters discontinuous UVs, it must split the vertex into two vertices and thus increase the overall vertex count for your object.
You can now see that a hard edge has been created. This is similar to what is happening on the GPU when a hard edge in your object is encountered. The vertices at the hard edge need to be split to create the hard edge and thus cause the vertex count to increase. UV Seams In the previous section, we talked about mesh seams. Now, we are going to look at the second half of this problem, which is UV borders or seams. When creating UVs for your objects, you need to minimize the amount of seams in your UV map.