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  2. Normal mapping - Wikipedia

    en.wikipedia.org/wiki/Normal_mapping

    A texture map (left). The corresponding normal map in tangent space (center). The normal map applied to a sphere in object space (right). Normal map reuse is made possible by encoding maps in tangent space. The tangent space is a vector space, which is tangent to the model's surface. The coordinate system varies smoothly (based on the ...

  3. Polygon mesh - Wikipedia

    en.wikipedia.org/wiki/Polygon_mesh

    Some mesh formats contain groups, which define separate elements of the mesh, and are useful for determining separate sub-objects for skeletal animation or separate actors for non-skeletal animation. materials Generally materials will be defined, allowing different portions of the mesh to use different shaders when rendered. UV coordinates

  4. 3D modeling - Wikipedia

    en.wikipedia.org/wiki/3D_modeling

    In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of a surface of an object (inanimate or living) in three dimensions via specialized software by manipulating edges, vertices, and polygons in a simulated 3D space.

  5. Tangential and normal components - Wikipedia

    en.wikipedia.org/wiki/Tangential_and_normal...

    Illustration of tangential and normal components of a vector to a surface. In mathematics, given a vector at a point on a curve, that vector can be decomposed uniquely as a sum of two vectors, one tangent to the curve, called the tangential component of the vector, and another one perpendicular to the curve, called the normal component of the vector.

  6. Normal (geometry) - Wikipedia

    en.wikipedia.org/wiki/Normal_(geometry)

    A polygon and its two normal vectors A normal to a surface at a point is the same as a normal to the tangent plane to the surface at the same point. In geometry, a normal is an object (e.g. a line, ray, or vector) that is perpendicular to a given object.

  7. Barycentric coordinate system - Wikipedia

    en.wikipedia.org/wiki/Barycentric_coordinate_system

    Barycentric coordinates are strongly related to Cartesian coordinates and, more generally, affine coordinates.For a space of dimension n, these coordinate systems are defined relative to a point O, the origin, whose coordinates are zero, and n points , …,, whose coordinates are zero except that of index i that equals one.

  8. Comparison of 3D computer graphics software - Wikipedia

    en.wikipedia.org/wiki/Comparison_of_3D_computer...

    Name Windows macOS Linux Unix BSD iOS Android Other 3ds Max: Yes No No No No No No AC3D: Yes Yes Yes No No No No Art of Illusion — — — — — — — Java virtual machine

  9. Local tangent space alignment - Wikipedia

    en.wikipedia.org/wiki/Local_tangent_space_alignment

    Local tangent space alignment (LTSA) [1] is a method for manifold learning, which can efficiently learn a nonlinear embedding into low-dimensional coordinates from high-dimensional data, and can also reconstruct high-dimensional coordinates from embedding coordinates.