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1.3.4 Vertex normal indices without texture ... # Line element (see below) l 5 8 1 2 4 9 ... or any kind of animation or deformation, such as vertex skinning or mesh ...
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]
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.
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.
In 3D computer graphics, a wire-frame model (also spelled wireframe model) is a visual representation of a three-dimensional (3D) physical object. It is based on a polygon mesh or a volumetric mesh, created by specifying each edge of the physical object where two mathematically continuous smooth surfaces meet, or by connecting an object's constituent vertices using (straight) lines or curves.
The caustics texture can either be a static image that is animated to mimic the effects of caustics, or a Real-time calculation of caustics onto a blank image. [34] The latter is more complicated and requires backwards ray tracing to simulate photons moving through the environment of the 3D render. [ 33 ]
In this case, a gain factor for the texture is calculated for each vertex based on the light sources and the material properties associated with the corresponding triangle. In the later rasterization step, the vertex values of a triangle are interpolated over its surface. A general lighting (ambient light) is applied to all surfaces.
A vertex shader is executed for each vertex that is submitted by the application, and is primarily responsible for transforming the vertex from object space to view space, generating texture coordinates, and calculating lighting coefficients such as the vertex's normal, tangent, and bitangent vectors.