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Adaptive scalable texture compression (ASTC) is a lossy block-based texture compression algorithm developed by Jørn Nystad et al. of ARM Ltd. and AMD. [1]Full details of ASTC were first presented publicly at the High Performance Graphics 2012 conference, in a paper by Olson et al. entitled "Adaptive Scalable Texture Compression".
These files could be obtained by converting from other files formats such as FBX or non-binary glTF. GLB files could also be directly exported from a variety of 3D editors, such as Blender, Vectary, Autodesk 3ds Max (using Verge3D exporter [5]), Autodesk Maya, Modo, Microsoft Paint 3D, Substance Painter and others. [6]
OpenSceneGraph is an open-source 3D graphics application programming interface (library or framework), [2] used by application developers in fields such as visual simulation, computer games, virtual reality, scientific visualization and modeling.
Application Polygon Spline/Bézier Surface Voxel / Volume Metaball Point Clouds Particles Triangles Quads N-gons Torus / Donut NURBS regular patch NURBS trimmed surface Bicubic Bézier patch Blender Yes Yes Yes Yes Yes soc-2014-nurbs branch No 2.83 and later Yes 3.1 and later Yes Maya Yes Yes Yes Yes Yes Yes No 3D Texture Yes No Yes 3ds Max Yes
The FBX can be represented on-disk as either binary or ASCII data; its SDK supports reading and writing both. While neither of the formats is documented, the ASCII format is a tree structured document with clearly named identifiers. For the FBX binary file format, the Blender Foundation published an unofficial specification, as well as a higher level unofficial spec (work in progress) for how ...
Blender was initially developed as an in-house application by the Dutch animation studio NeoGeo (no relation to the video game brand), and was officially launched on January 2, 1994. [12] Version 1.00 was released in January 1995, [13] with the primary author being the company co-owner and software developer Ton Roosendaal.
The application of a texture in the UV space related to the effect in 3D. A representation of the UV mapping of a cube. The flattened cube net may then be textured to texture the cube. UV mapping is the 3D modeling process of projecting a 3D model's surface to a 2D image for texture mapping.
Anything following a hash character (#) is a comment. # this is a comment An OBJ file may contain vertex data, free-form curve/surface attributes, elements, free-form curve/surface body statements, connectivity between free-form surfaces, grouping and display/render attribute information.