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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.
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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.
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.
These are seen as the vertices of the vertex figure. Related to the vertex figure, an edge figure is the vertex figure of a vertex figure. [3] Edge figures are useful for expressing relations between the elements within regular and uniform polytopes. An edge figure will be a (n−2)-polytope, representing the arrangement of facets around a ...
Multiple edges joining two vertices. In graph theory, multiple edges (also called parallel edges or a multi-edge), are, in an undirected graph, two or more edges that are incident to the same two vertices, or in a directed graph, two or more edges with both the same tail vertex and the same head vertex. A simple graph has no multiple edges and ...
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.
In computer graphics, a silhouette edge on a 3D body projected onto a 2D plane (display plane) is the collection of points whose outwards surface normal is perpendicular to the view vector. Due to discontinuities in the surface normal, a silhouette edge is also an edge which separates a front facing face from a back facing face.