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Z-fighting which cannot be entirely eliminated in this manner is often resolved by the use of a stencil buffer, or by applying a post-transformation screen space z-buffer offset to one polygon which does not affect the projected shape on screen but does affect the z-buffer value to eliminate the overlap during pixel interpolation and comparison ...
Skeletal animation or rigging is a technique in computer animation in which a character (or other articulated object) is represented in two parts: a polygonal or parametric mesh representation of the surface of the object, and a hierarchical set of interconnected parts (called joints or bones, and collectively forming the skeleton), a virtual ...
Blocking is an animation technique in which key poses are created to establish timing and placement of characters and props in a given scene or shot. [1] This technique is most commonly used in 3D computer animation, where it is sometimes referred to as Stepped animation.
For example, the spectrum can be sampled using multiple wavelengths of light, or additional information such as depth (distance from camera) or the material of each point in the image can be included (this data can be used during compositing or when generating texture maps for real-time rendering, or used to assist in removing noise from a path ...
OBJ (or .OBJ) is a geometry definition file format first developed by Wavefront Technologies for The Advanced Visualizer animation package. It is an open file format and has been adopted by other 3D computer graphics application vendors.
TEXTURE.GBX – Info about a texture that are used in materials. MATERIAL.GBX – Info about a material such as surface type that are used in Solids. TMEDCLASSIC.GBX – Block info. GHOST.GBX – Player ghosts in Trackmania and TrackMania Turbo. CONTROLSTYLE.GBX – Menu files. SCORES.GBX – Stores info about the player's best times.
This property allows it to be readily controllable; multiple scaled copies of Perlin noise can be inserted into mathematical expressions to create a great variety of procedural textures. Synthetic textures using Perlin noise are often used in CGI to make computer-generated visual elements – such as object surfaces, fire, smoke, or clouds ...
If multiple surfaces face towards the camera, then additional use of methods such as Z-buffering or the Painter's algorithm may be necessary to ensure the correct surface is rendered. Back-face culling is typically quite a cheap test, only requiring a dot product to be calculated, and so it is often used as a step in the graphical pipeline that ...