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In 3D computer graphics, hidden-surface determination (also known as shown-surface determination, hidden-surface removal (HSR), occlusion culling (OC) or visible-surface determination (VSD)) is the process of identifying what surfaces and parts of surfaces can be seen from a particular viewing angle.
These methods use appearance information gathered from pre-captured or pre-computed projections of an object to match the object in the potentially cluttered scene. However, they do not take the 3D geometric constraints of the object into consideration during matching, and typically also do not handle occlusion as well as feature-based approaches.
The Blender Game Engine was a built-in real-time graphics and logic engine with features such as collision detection, a dynamics engine, and programmable logic. It also allowed the creation of stand-alone, real-time applications ranging from architectural visualization to video games.
The operating systems on which the editors can run natively (without emulation or compatibility layers), meaning which operating systems have which editors specifically coded for them (not, for example, Wings 3D for Windows running on Linux with Wine).
These APIs for 3D computer graphics are particularly popular: ANGLE, web browsers graphics engine, a cross-platform translator of OpenGL ES calls to DirectX, OpenGL, or Vulkan API calls. Direct3D (a subset of DirectX) Glide a defunct 3D graphics API developed by 3dfx Interactive. Mantle developed by AMD. Metal developed by Apple.
Ten months after her marriage imploded, the ‘Selling Sunset’ alum gave PEOPLE an exclusive look at her new home and revealed how she’s adjusting to life out of the realty TV spotlight
Benedict Cumberbatch recently participated in Variety’s “Know Their Lives” video series and shared some regret over his controversial role in Ben Stiller’s “Zoolander 2.” The “Doctor ...
The technique is not considered to scale well as the number of primitives increases. This is because of the size of the intermediate datastructures required during rendering—which can exceed the size of a Z-buffer for a complex scene. Consequently, in contemporary interactive graphics applications, the Z-buffer has become ubiquitous.