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A typical implementation will raytrace each pixel of the display starting at the bottom of the screen using what is known as a y-buffer. When a voxel is reached that has a higher y value on the display it is added to the y-buffer overriding the previous value and connected with the previous y-value on the screen interpolating the color values.
Cel-shaded rendering of two isosurfaces of the probability density of a particle in a box. The cel-shading process starts with a typical 3D model.Where cel-shading differs from conventional rendering is in its non-photorealistic shading algorithm.
Slice is the act of picking a rectangular subset of a cube by choosing a single value for one of its dimensions, creating a new cube with one fewer dimension. [5] The picture shows a slicing operation: The sales figures of all sales regions and all product categories of the company in the year 2005 and 2006 are "sliced" out of the data cube.
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Here the 'IEEE 754 double value' resulting of the 15 bit figure is 3.330560653658221E-15, which is rounded by Excel for the 'user interface' to 15 digits 3.33056065365822E-15, and then displayed with 30 decimals digits gets one 'fake zero' added, thus the 'binary' and 'decimal' values in the sample are identical only in display, the values ...
A reference dimension is a dimension on an engineering drawing provided for information only. [1] Reference dimensions are provided for a variety of reasons and are often an accumulation of other dimensions that are defined elsewhere [2] (e.g. on the drawing or other related documentation). These dimensions may also be used for convenience to ...
STL is a file format native to the stereolithography CAD software created by 3D Systems. [3] [4] [5] Chuck Hull, the inventor of stereolithography and 3D Systems’ founder, reports that the file extension is an abbreviation for stereolithography, [6] although it is also referred to as standard triangle language or standard tessellation language.
If the calculated z-value is smaller than the z-value already in the z-buffer (i.e., the new pixel is closer), then the current z-value in the z-buffer is replaced with the calculated value. This is repeated for all objects and surfaces in the scene (often in parallel). In the end, the z-buffer will allow correct reproduction of the usual depth ...