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  2. Vertex normal - Wikipedia

    en.wikipedia.org/wiki/Vertex_normal

    Vertex normals of a dodecahedral mesh. In the geometry of computer graphics, a vertex normal at a vertex of a polyhedron is a directional vector associated with a vertex, intended as a replacement to the true geometric normal of the surface. Commonly, it is computed as the normalized average of the surface normals of the faces that contain that ...

  3. Frenet–Serret formulas - Wikipedia

    en.wikipedia.org/wiki/Frenet–Serret_formulas

    The first Frenet-Serret formula holds by the definition of the normal N and the curvature κ, and the third Frenet-Serret formula holds by the definition of the torsion τ. Thus what is needed is to show the second Frenet-Serret formula. Since T, N, B are orthogonal unit vectors with B = T × N, one also has T = N × B and N = B × T.

  4. Smoothing group - Wikipedia

    en.wikipedia.org/wiki/Smoothing_group

    By identifying the polygons in a mesh that should appear to be smoothly connected, smoothing groups allow 3D modeling software to estimate the surface normal at any point on the mesh, by averaging the surface normals or vertex normals in the mesh data that describes the mesh. The software can use this data to determine how light interacts with ...

  5. Method of normals - Wikipedia

    en.wikipedia.org/wiki/Method_of_normals

    The method hinges on the observation that the radius of a circle is always normal to the circle itself. With this in mind Descartes would construct a circle that was tangent to a given curve. He could then use the radius at the point of intersection to find the slope of a normal line, and from this one can easily find the slope of a tangent line.

  6. Proofs involving ordinary least squares - Wikipedia

    en.wikipedia.org/wiki/Proofs_involving_ordinary...

    The normal equations can be derived directly from a matrix representation of the problem as follows. The objective is to minimize = ‖ ‖ = () = +.Here () = has the dimension 1x1 (the number of columns of ), so it is a scalar and equal to its own transpose, hence = and the quantity to minimize becomes

  7. Voronoi diagram - Wikipedia

    en.wikipedia.org/wiki/Voronoi_diagram

    When two cells in the Voronoi diagram share a boundary, it is a line segment, ray, or line, consisting of all the points in the plane that are equidistant to their two nearest sites. The vertices of the diagram, where three or more of these boundaries meet, are the points that have three or more equally distant nearest sites.

  8. Types of mesh - Wikipedia

    en.wikipedia.org/wiki/Types_of_mesh

    A coarse mesh may provide an accurate solution if the solution is a constant, so the precision depends on the particular problem instance. One can selectively refine the mesh in areas where the solution gradients are high, thus increasing fidelity there. Accuracy, including interpolated values within an element, depends on the element type and ...

  9. Mean curvature - Wikipedia

    en.wikipedia.org/wiki/Mean_curvature

    where the normal chosen affects the sign of the curvature. The sign of the curvature depends on the choice of normal: the curvature is positive if the surface curves "towards" the normal. The formula above holds for surfaces in 3D space defined in any manner, as long as the divergence of the unit normal may be calculated. Mean Curvature may ...