enow.com Web Search

Search results

  1. Results from the WOW.Com Content Network
  2. Free-form deformation - Wikipedia

    en.wikipedia.org/wiki/Free-form_deformation

    In computer graphics, free-form deformation (FFD) is a geometric technique used to model simple deformations of rigid objects. It is based on the idea of enclosing an object within a cube or another hull object, and transforming the object within the hull as the hull is deformed.

  3. Change of basis - Wikipedia

    en.wikipedia.org/wiki/Change_of_basis

    The linear combinations relating the first basis to the other extend to a linear transformation, called the change of basis. A vector represented by two different bases (purple and red arrows). In mathematics , an ordered basis of a vector space of finite dimension n allows representing uniquely any element of the vector space by a coordinate ...

  4. 3D rendering - Wikipedia

    en.wikipedia.org/wiki/3D_rendering

    It's is the one responsible for the transformation of the prepared 3D scene into a 2D image or animation. 3D render engines can be based on different methods, such as ray-tracing, rasterization, path-tracing, also depending on the speed and the outcome expected, it comes in different types – real-time and non real-time, which was described above

  5. UV mapping - Wikipedia

    en.wikipedia.org/wiki/UV_mapping

    UV texturing is an alternative to projection mapping (e.g., using any pair of the model's X, Y, Z coordinates or any transformation of the position); it only maps into a texture space rather than into the geometric space of the object. The rendering computation uses the UV texture coordinates to determine how to paint the three-dimensional surface.

  6. Back-face culling - Wikipedia

    en.wikipedia.org/wiki/Back-face_culling

    The process makes rendering objects quicker and more efficient by reducing the number of polygons for the program to draw. For example, in a city street scene, there is generally no need to draw the polygons on the sides of the buildings facing away from the camera; they are completely occluded by the sides facing the camera.

  7. Covariance and contravariance of vectors - Wikipedia

    en.wikipedia.org/wiki/Covariance_and_contra...

    For a vector to represent a geometric object, it must be possible to describe how it looks in any other coordinate system. That is to say, the components of the vectors will transform in a certain way in passing from one coordinate system to another. A simple illustrative case is that of a Euclidean vector.

  8. Curvelet - Wikipedia

    en.wikipedia.org/wiki/Curvelet

    The computational cost of the discrete curvelet transforms proposed by Candès et al. (Discrete curvelet transform based on unequally-spaced fast Fourier transforms and based on the wrapping of specially selected Fourier samples) is approximately 6–10 times that of an FFT, and has the same dependence of (⁡) for an image of size .

  9. Scene graph - Wikipedia

    en.wikipedia.org/wiki/Scene_graph

    Architecture of OpenSceneGraph, an open-source 3D graphics API supporting feature-rich and widely adopted scene graph implementation.. A scene graph is a general data structure commonly used by vector-based graphics editing applications and modern computer games, which arranges the logical and often spatial representation of a graphical scene.