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  2. Wire-frame model - Wikipedia

    en.wikipedia.org/wiki/Wire-frame_model

    In 3D computer graphics, a wire-frame model (also spelled wireframe model) is a visual representation of a three-dimensional (3D) physical object. It is based on a polygon mesh or a volumetric mesh, created by specifying each edge of the physical object where two mathematically continuous smooth surfaces meet, or by connecting an object's constituent vertices using (straight) lines or curves.

  3. Cube mapping - Wikipedia

    en.wikipedia.org/wiki/Cube_mapping

    The lower left image shows a scene with a viewpoint marked with a black dot. The upper image shows the net of the cube mapping as seen from that viewpoint, and the lower right image shows the cube superimposed on the original scene. In computer graphics, cube mapping is a method of environment mapping that uses the six faces of a cube as the ...

  4. UV mapping - Wikipedia

    en.wikipedia.org/wiki/UV_mapping

    UV mapping is the 3D modeling process of projecting a 3D model's surface to a 2D image for texture mapping. The letters "U" and "V" denote the axes of the 2D texture because "X", "Y", and "Z" are already used to denote the axes of the 3D object in model space, while "W" (in addition to XYZ) is used in calculating quaternion rotations, a common ...

  5. Isometric projection - Wikipedia

    en.wikipedia.org/wiki/Isometric_projection

    Next, the cube is rotated ±45° about the vertical axis, followed by a rotation of approximately 35.264° (precisely arcsin 1 ⁄ √ 3 or arctan 1 ⁄ √ 2, which is related to the Magic angle) about the horizontal axis. Note that with the cube (see image) the perimeter of the resulting 2D drawing is a perfect regular hexagon: all the black ...

  6. 3-torus - Wikipedia

    en.wikipedia.org/wiki/3-torus

    All of the cubes in the image are the same cube, since light in the manifold wraps around into closed loops. The three-dimensional torus , or 3-torus , is defined as any topological space that is homeomorphic to the Cartesian product of three circles, T 3 = S 1 × S 1 × S 1 . {\displaystyle \mathbb {T} ^{3}=S^{1}\times S^{1}\times S^{1}.}

  7. Cylindrical equal-area projection - Wikipedia

    en.wikipedia.org/wiki/Cylindrical_equal-area...

    How the Earth is projected onto a cylinder. The projection: is cylindrical, that means it has a cylindrical projection surface [2] is normal, that means it has a normal aspect; is an equal-area projection, that means any two areas in the map have the same relative size compared to their size on the sphere.

  8. Cross section (geometry) - Wikipedia

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

    The shape of the cross-section of a solid may depend upon the orientation of the cutting plane to the solid. For instance, while all the cross-sections of a ball are disks, [2] the cross-sections of a cube depend on how the cutting plane is related to the cube. If the cutting plane is perpendicular to a line joining the centers of two opposite ...

  9. Polygon mesh - Wikipedia

    en.wikipedia.org/wiki/Polygon_mesh

    Consider a cylinder with caps, such as a soda can. For smooth shading of the sides, all surface normals must point horizontally away from the center, while the normals of the caps must point straight up and down. Rendered as a single, Phong-shaded surface, the crease vertices would have incorrect normals. Thus, some way of determining where to ...