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A face is a bounded portion of a surface; an edge is a bounded piece of a curve and a vertex lies at a point. Other elements are the shell (a set of connected faces), the loop (a circuit of edges bounding a face) and loop-edge links (also known as winged edge links or half-edges) which are used to create the edge circuits. [2]
The subdivide tool splits faces and edges into smaller pieces by adding new vertices. For example, a square would be subdivided by adding one vertex in the center and one on each edge, creating four smaller squares. The extrude tool is applied to a face or a group of faces. It creates a new face of the same size and shape which is connected to ...
Shadows, including both shadows with sharp edges and soft shadows with umbra and penumbra; Reflections in mirrors and smooth surfaces, as well as rough or rippled reflective surfaces; Refraction – the bending of light when it crosses a boundary between two transparent materials such as air and glass. The amount of bending varies with the ...
Winged-edge meshes address the issue of traversing from edge to edge, and providing an ordered set of faces around an edge. For any given edge, the number of outgoing edges may be arbitrary. To simplify this, winged-edge meshes provide only four, the nearest clockwise and counter-clockwise edges at each end.
An embedded graph uniquely defines cyclic orders of edges incident to the same vertex. The set of all these cyclic orders is called a rotation system.Embeddings with the same rotation system are considered to be equivalent and the corresponding equivalence class of embeddings is called combinatorial embedding (as opposed to the term topological embedding, which refers to the previous ...
In graph drawing and geometric graph theory, a Tutte embedding or barycentric embedding of a simple, 3-vertex-connected, planar graph is a crossing-free straight-line embedding with the properties that the outer face is a convex polygon and that each interior vertex is at the average (or barycenter) of its neighbors' positions.
A top edge is an edge that is exactly horizontal and lies above other edges, and a left edge is a non-horizontal edge that is on the left side of the triangle. This rule is implemented e.g. by Direct3D [ 6 ] and many OpenGL implementations (even though the specification doesn't define it and only requires a consistent rule [ 7 ] ).
This is the standard blend mode which uses the top layer alone, [3] without mixing its colors with the layer beneath it: [example needed] (,) =where a is the value of a color channel in the underlying layer, and b is that of the corresponding channel of the upper layer.