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In uniform scaling with a non-zero scale factor, all non-zero vectors retain their direction (as seen from the origin), or all have the direction reversed, depending on the sign of the scaling factor. In non-uniform scaling only the vectors that belong to an eigenspace will retain their direction. A vector that is the sum of two or more non ...
Following is a list of notable software, computer programs, used to develop a mathematical representation of any three dimensional surface of objects, as 3D computer graphics, also called 3D modeling.
Application Latest release date and version Developer Platforms Main uses License Bryce: 2010-12-23 7.1.0.109 Daz 3D: Windows (32-bit), macOS (10.7 and above) : Animation, landscape modeling, fractal geometry
MeshLab an open source mesh processing tool that is able to accurately simplify 3D polygonal meshes. Polygon Cruncher a commercial software from Mootools that reduces the number of polygons of objects without changing their appearance. Simplygon a commercial mesh processing package for remeshing general input meshes into real-time renderable ...
For all-purpose 3D programs, see Comparison of 3D computer graphics software. CAD refers to a specific type of drawing and modelling software application that is used for creating designs and technical drawings. These can be 3D drawings or 2D drawings (like floor plans).
Model-based definition (MBD) is a method of product specification using elements within 3D models as defined by ASME Y14.41-2012. ASME Y14.41-2012 is based upon ASME Y14.5-2009 symbols and definition methods, such as Geometry Dimensioning and Tolerancing (GD&T).
Carrara (Daz Productions) is a 3D complete tool set package for 3D modeling, texturing animation and rendering. CATIA is CAD/CAE/CAM software from Dassault Systèmes for 3D modeling, texturing, animation and rendering. Cheetah3D is a proprietary program for Macintosh computers primarily aimed at amateur 3D artists with some medium and high-end ...
Beyond projection of vertices & 2D clipping, near clipping is required to correctly rasterise 3D primitives; this is because vertices may have been projected behind the eye. Near clipping ensures that all the vertices used have valid 2D coordinates. Together with far-clipping it also helps prevent overflow of depth-buffer values.