enow.com Web Search

Search results

  1. Results from the WOW.Com Content Network
  2. UV mapping - Wikipedia

    en.wikipedia.org/wiki/UV_mapping

    One way is for the 3D modeller to unfold the triangle mesh at the seams, automatically laying out the triangles on a flat page. If the mesh is a UV sphere, for example, the modeller might transform it into an equirectangular projection. Once the model is unwrapped, the artist can paint a texture on each triangle individually, using the ...

  3. Mesh generation - Wikipedia

    en.wikipedia.org/wiki/Mesh_generation

    Mesh generation is deceptively difficult: it is easy for humans to see how to create a mesh of a given object, but difficult to program a computer to make good decisions for arbitrary input a priori. There is an infinite variety of geometry found in nature and man-made objects. Many mesh generation researchers were first users of meshes.

  4. Mesh parameterization - Wikipedia

    en.wikipedia.org/wiki/Mesh_parameterization

    On triangular mesh surfaces, the problem of computing this mapping is called mesh parameterization. The parameter domain is the surface that the mesh is mapped onto. Parameterization was mainly used for mapping textures to surfaces. Recently, it has become a powerful tool for many applications in mesh processing.

  5. Normal mapping - Wikipedia

    en.wikipedia.org/wiki/Normal_mapping

    A texture map (left). The corresponding normal map in tangent space (center). The normal map applied to a sphere in object space (right). Normal map reuse is made possible by encoding maps in tangent space. The tangent space is a vector space, which is tangent to the model's surface. The coordinate system varies smoothly (based on the ...

  6. Polygon mesh - Wikipedia

    en.wikipedia.org/wiki/Polygon_mesh

    Some mesh formats contain groups, which define separate elements of the mesh, and are useful for determining separate sub-objects for skeletal animation or separate actors for non-skeletal animation. materials Generally materials will be defined, allowing different portions of the mesh to use different shaders when rendered. UV coordinates

  7. Meshfree methods - Wikipedia

    en.wikipedia.org/wiki/Meshfree_methods

    In this simple example, the steps (here the spatial step and timestep ) are constant along all the mesh, and the left and right mesh neighbors of the data value at are the values at and +, respectively. Generally in finite differences one can allow very simply for steps variable along the mesh, but all the original nodes should be preserved and ...

  8. Smoothstep - Wikipedia

    en.wikipedia.org/wiki/Smoothstep

    A plot of the smoothstep(x) and smootherstep(x) functions, using 0 as the left edge and 1 as the right edgeSmoothstep is a family of sigmoid-like interpolation and clamping functions commonly used in computer graphics, [1] [2] video game engines, [3] and machine learning.

  9. Tangential and normal components - Wikipedia

    en.wikipedia.org/wiki/Tangential_and_normal...

    Illustration of tangential and normal components of a vector to a surface. In mathematics, given a vector at a point on a curve, that vector can be decomposed uniquely as a sum of two vectors, one tangent to the curve, called the tangential component of the vector, and another one perpendicular to the curve, called the normal component of the vector.