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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.
(Note that although it looks like the bi-cubic interpolation approaches a sphere, an actual sphere is quadric.) Visual difference between sphere (green) and Catmull-Clark subdivision surface (magenta) from a cube. The Catmull–Clark algorithm is a technique used in 3D computer graphics to create curved surfaces by using subdivision surface ...
Shading can then be added to the facets, possibly with blending between the regions for a smoother display. Shading can also be static or dynamic. A lower quality of shading is typically used for dynamic shading, while high quality shading, with multiple light sources, textures, etc., requires a delay for rendering.
As a simple example, consider a sphere.A discrete LOD approach would cache a certain number of models to be used at different distances. Because the model can trivially be procedurally generated by its mathematical formulation, using a different number of sample points distributed on the surface is sufficient to generate the various models required.
Spherical harmonic (SH) lighting is a family of real-time rendering techniques that can produce highly realistic shading and shadowing with comparatively little overhead. . All SH lighting techniques involve replacing parts of standard lighting equations with spherical functions that have been projected into frequency space using the spherical harmonics as a b
A simple tessellation pipeline rendering a smooth sphere from a crude cubic vertex set using a subdivision method. In computer graphics, tessellation is the dividing of datasets of polygons (sometimes called vertex sets) presenting objects in a scene into suitable structures for rendering.
Gouraud shading (/ ɡ uː ˈ r oʊ / goo-ROH), named after Henri Gouraud, is an interpolation method used in computer graphics to produce continuous shading of surfaces represented by polygon meshes.