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An auxiliary view or pictorial, is an orthographic view that is projected into any plane other than one of the six primary views. [3] These views are typically used when an object has a surface in an oblique plane. By projecting into a plane parallel with the oblique surface, the true size and shape of the surface are shown.
The point on the plane in terms of the original coordinates can be found from this point using the above relationships between and , between and , and between and ; the distance in terms of the original coordinates is the same as the distance in terms of the revised coordinates.
In computer graphics, a silhouette edge on a 3D body projected onto a 2D plane (display plane) is the collection of points whose outwards surface normal is perpendicular to the view vector. Due to discontinuities in the surface normal, a silhouette edge is also an edge which separates a front facing face from a back facing face.
A view frustum The appearance of an object in a pyramid of vision When creating a parallel projection, the viewing frustum is shaped like a box as opposed to a pyramid.. In 3D computer graphics, a viewing frustum [1] or view frustum [2] is the region of space in the modeled world that may appear on the screen; it is the field of view of a perspective virtual camera system.
SpaceClaim's 3D direct modeling technology is primarily expressed through its user interface in four tools: pull, move, fill, and combine: Pull contains most creation features found in traditional CAD systems, determining its behavior through users’ selection and though the use of secondary tool guides.
In astronomy, position angle (usually abbreviated PA) is the convention for measuring angles on the sky. The International Astronomical Union defines it as the angle measured relative to the north celestial pole (NCP), turning positive into the direction of the right ascension .
Parallax mapping with shadows. Parallax mapping (also called offset mapping or virtual displacement mapping) is an enhancement of the bump mapping or normal mapping techniques applied to textures in 3D rendering applications such as video games.
Distance parameter may be negative, too. In this case one gets a parallel surface on the opposite side of the surface (see similar diagram on the parallel curves of a circle). One easily checks: a parallel surface of a plane is a parallel plane in the common sense and the parallel surface of a sphere is a concentric sphere.