enow.com Web Search

Search results

  1. Results from the WOW.Com Content Network
  2. Digital differential analyzer (graphics algorithm) - Wikipedia

    en.wikipedia.org/wiki/Digital_differential...

    They can be extended to non linear functions, such as perspective correct texture mapping, quadratic curves, and traversing voxels. In its simplest implementation for linear cases such as lines, the DDA algorithm interpolates values in interval by computing for each x i the equations x i = x i−1 + 1, y i = y i−1 + m, where m is the slope of ...

  3. Wire-frame model - Wikipedia

    en.wikipedia.org/wiki/Wire-frame_model

    In 3D computer graphics, a wire-frame model (also spelled wireframe model) is a visual representation of a three-dimensional (3D) physical object. It is based on a polygon mesh or a volumetric mesh, created by specifying each edge of the physical object where two mathematically continuous smooth surfaces meet, or by connecting an object's constituent vertices using (straight) lines or curves.

  4. Bilinear interpolation - Wikipedia

    en.wikipedia.org/wiki/Bilinear_interpolation

    Example of bilinear interpolation on the unit square with the z values 0, 1, 1 and 0.5 as indicated. Interpolated values in between represented by color. In mathematics, bilinear interpolation is a method for interpolating functions of two variables (e.g., x and y) using repeated linear interpolation.

  5. Vertex (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Vertex_(computer_graphics)

    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.

  6. Gouraud shading - Wikipedia

    en.wikipedia.org/wiki/Gouraud_shading

    Gouraud's original paper described linear color interpolation. [1] In 1992, Blinn published an efficient algorithm for hyperbolic interpolation [4] that is used in GPUs as a perspective correct alternative to linear interpolation. Both the linear and hyperbolic variants of interpolation of colors from vertices to pixels are commonly called ...

  7. Extreme point - Wikipedia

    en.wikipedia.org/wiki/Extreme_point

    In mathematics, an extreme point of a convex set in a real or complex vector space is a point in that does not lie in any open line segment joining two points of . In linear programming problems, an extreme point is also called vertex or corner point of S . {\displaystyle S.} [ 1 ]

  8. Alembic (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Alembic_(computer_graphics)

    [3] [4] [5] It was announced at SIGGRAPH 2011, [1] and has been widely adopted across the industry by visual effects and animation professionals. Its primary focus is the efficient interchange of animated geometry (models) between different groups working on the same shots or same assets, possibly using different applications.

  9. Procedural texture - Wikipedia

    en.wikipedia.org/wiki/Procedural_texture

    Procedurally generated tiling textures. In computer graphics, a procedural texture [1] is a texture created using a mathematical description (i.e. an algorithm) rather than directly stored data. The advantage of this approach is low storage cost, unlimited texture resolution and easy texture mapping. [2]