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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 ...
Various graphical projections and how they are produced Oblique projection of a cube with foreshortening by half, seen from the side Top view of a comparison of an oblique projection (left) and an orthographic projection (right) of a unit cube (cyan) onto the projection plane (red).
An equirectangular projection simply maps the yaw and pitch (longitude and latitude) of a sphere linearly to a rectangular image. It produces a signature curved look. In addition, the distribution of pixel density (which can be visualized with Tissot's indicatrix ) is suboptimal, with the usually more important "equator" getting the lowest density.
The Ikeda map is composed by a rotation (by a radius-dependent angle), a rescaling, and a shift. This "stretch and fold" process gives rise to the strange attractor. The Octave/MATLAB code to generate these plots is given below:
One method divides the 3D region of consideration into cubes and determines the intersections of the surface with the edges of the cubes in order to get polygons on the surface, which thereafter have to be triangulated (cutting cube method). [1] [2] The expenditure for managing the data is great. The second and simpler concept is the marching ...
Development of the quadrilateralized spherical cube projection on an Earth model [1] In mapmaking, a quadrilateralized spherical cube, or quad sphere for short, is an equal-area polyhedral map projection and discrete global grid scheme for data collected on a spherical surface (either that of the Earth or the celestial sphere).
UV mapping is the 3D modeling process of projecting a 3D model's surface to a 2D image for texture mapping. The letters "U" and "V" denote the axes of the 2D texture because "X", "Y", and "Z" are already used to denote the axes of the 3D object in model space, while "W" (in addition to XYZ) is used in calculating quaternion rotations, a common ...
pseudo-code from NASA, describes an iterative inverse trilinear interpolation (given the vertices and the value of C find Xd, Yd and Zd). Paul Bourke, Interpolation methods , 1999. Contains a very clever and simple method to find trilinear interpolation that is based on binary logic and can be extended to any dimension (Tetralinear, Pentalinear