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  2. Wavefront .obj file - Wikipedia

    en.wikipedia.org/wiki/Wavefront_.obj_file

    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 ...

  3. 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]

  4. 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.

  5. 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.

  6. Wire-frame model - Wikipedia

    en.wikipedia.org/wiki/Wire-frame_model

    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.

  7. Computer graphics lighting - Wikipedia

    en.wikipedia.org/wiki/Computer_graphics_lighting

    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 ]

  8. Graphics pipeline - Wikipedia

    en.wikipedia.org/wiki/Graphics_pipeline

    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.

  9. High-Level Shader Language - Wikipedia

    en.wikipedia.org/wiki/High-Level_Shader_Language

    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.