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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.
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The lower left image shows a scene with a viewpoint marked with a black dot. The upper image shows the net of the cube mapping as seen from that viewpoint, and the lower right image shows the cube superimposed on the original scene. In computer graphics, cube mapping is a method of environment mapping that uses the six faces of a cube as the ...
The 3D pipeline usually refers to the most common form of computer 3-Dimensional rendering called 3D polygon rendering [citation needed], distinct from Raytracing and Raycasting. In Raycasting, a ray originates at the point where the camera resides, and if that ray hits a surface, the color and lighting of the point on the surface where the ray ...
3D projections use the primary qualities of an object's basic shape to create a map of points, that are then connected to one another to create a visual element. The result is a graphic that contains conceptual properties to interpret the figure or image as not actually flat (2D), but rather, as a solid object (3D) being viewed on a 2D display.
The Necker cube is an optical illusion that was first published as a rhomboid in 1832 by Swiss crystallographer Louis Albert Necker. [1] It is a simple wire-frame , two dimensional drawing of a cube with no visual cues as to its orientation , so it can be interpreted to have either the lower-left or the upper-right square as its front side.
The 3D effects in the example autostereogram are created by repeating the tiger rider icons every 140 pixels on the background plane, the shark rider icons every 130 pixels on the second plane, and the tiger icons every 120 pixels on the highest plane. The closer a set of icons are packed horizontally, the higher they are lifted from the ...
Simple subdivision of a cube up to 3 A tessellation pipeline using a subdivision method. A subdivision surface algorithm is recursive in nature. The process starts with a base level polygonal mesh. A refinement scheme is then applied to this mesh. This process takes that mesh and subdivides it, creating new vertices and new faces.