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  2. Unreal Engine 5 - Wikipedia

    en.wikipedia.org/wiki/Unreal_Engine_5

    Unreal Engine 5 (UE5) is the latest version of Unreal Engine developed by Epic Games.It was revealed in May 2020 and officially released in April 2022. Unreal Engine 5 includes multiple upgrades and new features, including Nanite, a system that automatically adjusts the level of detail of meshes, and Lumen, a dynamic global illumination and reflections system that leverages software as well as ...

  3. Static mesh - Wikipedia

    en.wikipedia.org/wiki/Static_mesh

    Static meshes are polygon meshes which constitute a major part of map architecture in many game engines, including Unreal Engine, Source, and Unity. The word "static" refers only to the fact that static meshes can't be vertex animated , as they can be moved, scaled, or reskinned in real-time.

  4. Morph target animation - Wikipedia

    en.wikipedia.org/wiki/Morph_target_animation

    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.

  5. Skeletal animation - Wikipedia

    en.wikipedia.org/wiki/Skeletal_animation

    Skeletal animation or rigging is a technique in computer animation in which a character (or other articulated object) is represented in two parts: a polygonal or parametric mesh representation of the surface of the object, and a hierarchical set of interconnected parts (called joints or bones, and collectively forming the skeleton), a virtual ...

  6. Torque (game engine) - Wikipedia

    en.wikipedia.org/wiki/Torque_(game_engine)

    DTS models were typically used for characters and vehicles though occasionally for buildings and interiors. They could be animated using either skeletal or morph target animation. It was also possible to blend multiple skeletal animations together by playing them simultaneously or automatically tweening the different positions of bones in the ...

  7. 3D reconstruction from multiple images - Wikipedia

    en.wikipedia.org/wiki/3D_Reconstruction_from...

    Once you have the multiple depth maps you have to combine them to create a final mesh by calculating depth and projecting out of the camera – registration. Camera calibration will be used to identify where the many meshes created by depth maps can be combined to develop a larger one, providing more than one view for observation.

  8. Moral Injury: The Grunts - The Huffington Post

    projects.huffingtonpost.com/moral-injury/the...

    Can we imagine ourselves back on that awful day in the summer of 2010, in the hot firefight that went on for nine hours? Men frenzied with exhaustion and reckless exuberance, eyes and throats burning from dust and smoke, in a battle that erupted after Taliban insurgents castrated a young boy in the village, knowing his family would summon nearby Marines for help and the Marines would come ...

  9. Normal mapping - Wikipedia

    en.wikipedia.org/wiki/Normal_mapping

    In 1978 Jim Blinn described how the normals of a surface could be perturbed to make geometrically flat faces have a detailed appearance. [2] The idea of taking geometric details from a high polygon model was introduced in "Fitting Smooth Surfaces to Dense Polygon Meshes" by Krishnamurthy and Levoy, Proc. SIGGRAPH 1996, [3] where this approach was used for creating displacement maps over nurbs.