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  2. Antics3D - Wikipedia

    en.wikipedia.org/wiki/Antics3D

    Antics3D was a real-time 3D animation software program published by Antics Technologies. It is used by amateurs and professionals to create 3-dimensional, animated visualisations of events in a variety of industries. Filmmakers form the largest userbase, who use the software for pre-vizualisation, storyboarding and machinima.

  3. Morph target animation - Wikipedia

    en.wikipedia.org/wiki/Morph_target_animation

    Morph target animation, per-vertex animation, shape interpolation, shape keys, or blend shapes [1] is a method of 3D computer animation used together with techniques such as skeletal animation. In a morph target animation, a "deformed" version of a mesh is stored as a series of vertex positions.

  4. 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]

  5. 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 ...

  6. UV mapping - Wikipedia

    en.wikipedia.org/wiki/UV_mapping

    This means a shared spatial vertex position can have different UV coordinates for each of its triangles, so adjacent triangles can be cut apart and positioned on different areas of the texture map. The UV mapping process at its simplest requires three steps: unwrapping the mesh, creating the texture, and applying the texture to a respective ...

  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.

  8. Cg (programming language) - Wikipedia

    en.wikipedia.org/wiki/Cg_(programming_language)

    Cg programs are merely vertex and pixel shaders, and they need supporting programs that handle the rest of the rendering process. Cg can be used with two graphics APIs : OpenGL or DirectX . Each has its own set of Cg functions to communicate with the Cg program, like setting the current Cg shader, passing parameters, and such tasks.

  9. 3D Face Morphable Model - Wikipedia

    en.wikipedia.org/wiki/3D_Face_Morphable_Model

    In computer vision and computer graphics, the 3D Face Morphable Model (3DFMM) is a generative technique for modeling textured 3D faces. [1] The generation of new faces is based on a pre-existing database of example faces acquired through a 3D scanning procedure.