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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.
Face-vertex meshes represent an object as a set of faces and a set of vertices. This is the most widely used mesh representation, being the input typically accepted by modern graphics hardware. Face-vertex meshes improve on VV mesh for modeling in that they allow explicit lookup of the vertices of a face, and the faces surrounding a vertex.
In 3D computer graphics software, vertex painting refers to interactive editing tools for modifying vertex attributes directly on a 3D polygon mesh, using painting tools similar to any digital painting application but working in a 3D viewport on a perspective view of a rotated model.
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.
A set of Vertex attributes controlling deformation of a 3D model during skeletal animation. Per-vertex weights are assigned to control the influence of multiple bones (achieved by interpolating the transformations from each). [39] Window A rectangular region of a screen or bitmap image. Wireframe May refer to wireframe models or wireframe ...
Blender is available for Windows 8.1 and above, and Mac OS X 10.13 and above. [243] [244] Blender 2.80 was the last release that had a version for 32-bit systems (x86). [245] Blender 2.76b was the last supported release for Windows XP, and version 2.63 was the last supported release for PowerPC.
A triangle t = hv0,v1,v2i has vertices v0, v1, and v2. It has edges e0 = hv0,v1i, e1 = hv1,v2i, and e2 = hv2,v0i. The inverse connections are also known. Vertex v0 is adjacent to edges e0 and e2 and to triangle t. Vertex v1 is adjacent to edges e0 and e1 and to triangle t. Vertex v2 is adjacent to edges e1 and e2 and to triangle t.
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.