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  2. Tessellation (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Tessellation_(computer...

    In computer graphics, tessellation is the dividing of datasets of polygons (sometimes called vertex sets) presenting objects in a scene into suitable structures for rendering. Especially for real-time rendering, data is tessellated into triangles, for example in OpenGL 4.0 and Direct3D 11. [1] [2]

  3. Morph target animation - Wikipedia

    en.wikipedia.org/wiki/Morph_target_animation

    Typical examples of morph targets used in facial animation is a smiling mouth, a closed eye, and a raised eyebrow. Early 3D videogames, such as Quake [3] and Crash Bandicoot use per-vertex animation for all character animations. When used for facial animation, these morph target are often referred

  4. Wavefront .obj file - Wikipedia

    en.wikipedia.org/wiki/Wavefront_.obj_file

    The OBJ file format is a simple data-format that represents 3D geometry alone – namely, the position of each vertex, the UV position of each texture coordinate vertex, vertex normals, and the faces that make each polygon defined as a list of vertices, and texture vertices. Vertices are stored in a counter-clockwise order by default, making ...

  5. OpenGL ES 3.0 and OpenGL 4.3 squeeze textures to the limit ...

    www.aol.com/news/2012-08-07-opengl-es-3-0-and...

    OpenGL ES 3.0 represents a big leap in textures, introducing "guaranteed support" for more advanced texture effects as well as a new version of ASTC compression that further shrinks texture ...

  6. Vertex painting - Wikipedia

    en.wikipedia.org/wiki/Vertex_painting

    It is similar to a 3D paint tool but operates specifically to vertex data rather than texture maps. It is most often used for modifying weight maps for skeletal animation, to tweak the influence of individual bones when deforming surfaces around joints. [1]

  7. 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.

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    The search engine that helps you find exactly what you're looking for. Find the most relevant information, video, images, and answers from all across the Web.

  9. Voronoi diagram - Wikipedia

    en.wikipedia.org/wiki/Voronoi_diagram

    For one other site , the points that are closer to than to , or equally distant, form a closed half-space, whose boundary is the perpendicular bisector of line segment . Cell R k {\displaystyle R_{k}} is the intersection of all of these n − 1 {\displaystyle n-1} half-spaces, and hence it is a convex polygon . [ 6 ]