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  2. Vertex painting - Wikipedia

    en.wikipedia.org/wiki/Vertex_painting

    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.

  3. Polygon mesh - Wikipedia

    en.wikipedia.org/wiki/Polygon_mesh

    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.

  4. Wire-frame model - Wikipedia

    en.wikipedia.org/wiki/Wire-frame_model

    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.

  5. Vertex (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Vertex_(computer_graphics)

    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.

  6. Vertex figure - Wikipedia

    en.wikipedia.org/wiki/Vertex_figure

    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 ...

  7. Back-face culling - Wikipedia

    en.wikipedia.org/wiki/Back-face_culling

    Consequently, the vertex ordering is usually chosen such that front-facing triangles have clockwise winding, N defined as above is the normal directed outward from the object. In this setup, back-face may be regarded as a test of whether the points in the polygon appear in clockwise or counter-clockwise order when projected onto the screen.

  8. Boundary representation - Wikipedia

    en.wikipedia.org/wiki/Boundary_representation

    A face is a bounded portion of a surface; an edge is a bounded piece of a curve and a vertex lies at a point. Other elements are the shell (a set of connected faces), the loop (a circuit of edges bounding a face) and loop-edge links (also known as winged edge links or half-edges) which are used to create the edge circuits. [2]

  9. 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.