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  2. Box modeling - Wikipedia

    en.wikipedia.org/wiki/Box_modeling

    Box modeling is a technique in 3D modeling where a primitive shape (such as a box, cylinder, sphere, etc.) is used to make the basic shape of the final model. This ...

  3. Cornell box - Wikipedia

    en.wikipedia.org/wiki/Cornell_Box

    Standard Cornell box rendered with POV-Ray Cornell box with 3 balls to model how different materials reflect light.. The Cornell box is a test aimed at determining the accuracy of rendering software by comparing the rendered scene with an actual photograph of the same scene, [1] and has become a commonly used 3D test model.

  4. List of common 3D test models - Wikipedia

    en.wikipedia.org/wiki/List_of_common_3D_test_models

    This is a list of models and meshes commonly used in 3D computer graphics for testing and demonstrating rendering algorithms and visual effects. Their use is important for comparing results, similar to the way standard test images are used in image processing .

  5. 3D modeling - Wikipedia

    en.wikipedia.org/wiki/3D_modeling

    The 3D model can be physically created using 3D printing devices that form 2D layers of the model with three-dimensional material, one layer at a time. Without a 3D model, a 3D print is not possible. 3D modeling software is a class of 3D computer graphics software used to produce 3D models. Individual programs of this class are called modeling ...

  6. Seamless3d - Wikipedia

    en.wikipedia.org/wiki/Seamless3d

    In 2006 a set of specialised nodes for creating simple shapes such as: Sphere, Cylinder, Cone, Torus, Box and Bézier Lathe were added to make Seamless3d easier for the novice to quickly make simple models. [13] In 2007 the animation interface was greatly simplified by the introduction of a specialised control panel called the Anim bar. [14]

  7. 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 ...

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