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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.
A truncated pyramid enclosing the subset of 3D space that projects onto a 'viewport' (a rectangular region in screen space, usually the entire screen). Virtual reality Computer-rendered content that (unlike augmented reality) completely replaces the user's view of the real world. [3]: 915 Volume texture A type of texture map with 3 dimensions ...
Comparison of several types of graphical projection, including elevation and plan views. To render each such picture, a ray of sight (also called a projection line, projection ray or line of sight) towards the object is chosen, which determines on the object various points of interest (for instance, the points that are visible when looking at the object along the ray of sight); those points of ...
PageNet, also known as Paging Network, Inc., was founded in 1981 by entrepreneur George Perrin and ceased in 1999.. The company grew to become the largest wireless messaging company in the world, with more than 10 million pagers in service, and $1 billion in revenues, before the paging industry's rapid decline in the late 1990s.
Blinn–Phong reflection model; Bloom (shader effect) Bounding volume; Bounding volume hierarchy; Bresenham's line algorithm; Bump mapping; Collision detection; Color space; Colour banding; Compositing; Computational geometry; Computer animation; Computer graphics; Computer graphics (computer science) Computer-generated imagery; Constructive ...
The traditional approach of computer graphics has been used to create a geometric model in 3D and try to reproject it onto a two-dimensional image. Computer vision, conversely, is mostly focused on detecting, grouping, and extracting features (edges, faces, etc. ) present in a given picture and then trying to interpret them as three-dimensional ...
Checkerboard rendering or sparse rendering, [1] also known as checkerboarding for short, is a 3D computer graphics rendering technique, intended primarily to assist graphics processing units with rendering images at high resolutions.
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.