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Scene graphs are useful for modern games using 3D graphics and increasingly large worlds or levels. In such applications, nodes in a scene graph (generally) represent entities or objects in the scene. For instance, a game might define a logical relationship between a knight and a horse so that the knight is considered an extension to the horse.
PRC (Product Representation Compact) is a file format that can be used to embed 3D data in a PDF file.. This highly compressed format facilitates the storage of different representations of a 3D model.
Three.js is a cross-browser JavaScript library and application programming interface (API) used to create and display animated 3D computer graphics in a web browser using WebGL. The source code is hosted in a repository on GitHub. [3]
Array: Contains a list of data. Though ActionScript 3 is a strongly typed language, the contents of an Array may be of any type and values must be cast back to their original type after retrieval (support for typed Arrays has recently been added with the Vector class). Date: A date object containing the date/time digital representation.
Arrays In .NET, C++, and JavaScript arrays are reference types. In WinRT, arrays are value types and quite restricted. Events In .NET and C++, clients subscribe to events using += operator. In JavaScript, addEventListener function or setting on<EventName> property is used to subscribe to events.
These APIs for 3D computer graphics are particularly popular: ANGLE, web browsers graphics engine, a cross-platform translator of OpenGL ES calls to DirectX, OpenGL, or Vulkan API calls. Direct3D (a subset of DirectX) Glide a defunct 3D graphics API developed by 3dfx Interactive. Mantle developed by AMD. Metal developed by Apple.
Data structure commonly used to represent a 3D scene to be rendered as a directed acyclic graph. Screen space The coordinate space of the resulting 2d image during 3D rendering. The result of 3D projection on geometry in camera space. Screen space ambient occlusion (SSAO) Technique of approximating ambient occlusion in screen space.
To avoid overflow the 3D array requires large amounts of memory, which in many cases is impractical. Two approaches to reducing this memory overhead exist. Packing the 3D array with a prefix sum scan, or linearizing , [ 4 ] removed the unused memory issue but requires an additional depth complexity computation rendering pass of the geometry.