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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]
This makes developing rich 3D application easier because they do not need to be recompiled per resource changes, allowing for a more robust and distributive approach when designing 3D applications. On May 7, 2010, Google announced that O3D would be changing from a plugin to a JavaScript library running on top of WebGL.
Most attributes of a vertex represent vectors in the space to be rendered. These vectors are typically 1 (x), 2 (x, y), or 3 (x, y, z) dimensional and can include a fourth homogeneous coordinate (w). These values are given meaning by a material description. In real-time rendering these properties are used by a vertex shader or vertex pipeline.
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.
The Z-ordering can be used to efficiently build a quadtree (2D) or octree (3D) for a set of points. [4] [5] The basic idea is to sort the input set according to Z-order.Once sorted, the points can either be stored in a binary search tree and used directly, which is called a linear quadtree, [6] or they can be used to build a pointer based quadtree.
The use of octrees for 3D computer graphics was pioneered by Donald Meagher at Rensselaer Polytechnic Institute, described in a 1980 report "Octree Encoding: A New Technique for the Representation, Manipulation and Display of Arbitrary 3-D Objects by Computer", [1] for which he holds a 1995 patent (with a 1984 priority date) "High-speed image generation of complex solid objects using octree ...
Coordinates for geometries may be 2D (x, y), 3D (x, y, z), 4D (x, y, z, m) with an m value that is part of a linear referencing system or 2D with an m value (x, y, m). Three-dimensional geometries are designated by a "Z" after the geometry type and geometries with a linear referencing system have an "M" after the geometry type.
Conversely, two sets of homogeneous coordinates represent the same point if and only if one is obtained from the other by multiplying all the coordinates by the same non-zero constant. When Z {\displaystyle Z} is not 0 {\displaystyle 0} the point represented is the point ( X / Z , Y / Z ) {\displaystyle (X/Z,Y/Z)} in the Euclidean plane.