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UV texturing is an alternative to projection mapping (e.g., using any pair of the model's X, Y, Z coordinates or any transformation of the position); it only maps into a texture space rather than into the geometric space of the object. The rendering computation uses the UV texture coordinates to determine how to paint the three-dimensional surface.
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.
[1] [2] For each vertex in a mesh, a new position is chosen based on local information (such as the position of neighbours) and the vertex is moved there. In the case that a mesh is topologically a rectangular grid (that is, each internal vertex is connected to four neighbours) then this operation produces the Laplacian of the mesh.
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.
With this method, a pixel on the screen is mapped to a point on the texture. Each vertex of a rendering primitive is projected to a point on the screen, and each of these points is mapped to a u,v texel coordinate on the texture. A rasterizer will interpolate between these points to fill in each pixel covered by the primitive.
However, VV meshes benefit from small storage space and efficient morphing of shape. The above figure shows a four-sided box as represented by a VV mesh. Each vertex indexes its neighboring vertices. The last two vertices, 8 and 9 at the top and bottom center of the "box-cylinder", have four connected vertices rather than five.
For a polygonal mesh, each vertex can have a blend weight for each bone. To calculate the final position of the vertex, a transformation matrix is created for each bone which, when applied to the vertex, first puts the vertex in bone space then puts it back into mesh space. After applying a matrix to the vertex, it is scaled by its ...
For light tracing, it is connecting the vertices of the camera path directly to the first vertex of the light path. For backwards path tracing, it is connecting the vertices of the light path to the first vertex of the camera path. In addition, there are several completely new sampling strategies, where intermediate vertices are connected.