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  2. Comparison of 3D computer graphics software - Wikipedia

    en.wikipedia.org/wiki/Comparison_of_3D_computer...

    other 3D game files 3D renderer files OpenFlight (FLT) OGRE other 3D game files 3D renderer files 3ds Max: Yes Yes No AC3D [15] [16] No Quake III BSP, Quake II (MD2), Quake III Mesh (MD3), Irrlicht irrmesh, Renderware, SMF: No Yes DirectX X, Second Life Sculpted Prim, Quake II (MD2), Quake Map, SMF, Unreal Tournament POV-Ray POV, RenderMan RIB ...

  3. Rhinoceros 3D - Wikipedia

    en.wikipedia.org/wiki/Rhinoceros_3D

    Rhinoceros (typically abbreviated Rhino or Rhino3D) is a commercial 3D computer graphics and computer-aided design (CAD) application software that was developed by TLM, Inc, dba Robert McNeel & Associates, an American, privately held, and employee-owned company that was founded in 1978.

  4. Grasshopper 3D - Wikipedia

    en.wikipedia.org/wiki/Grasshopper_3d

    Grasshopper is a visual programming language and environment that runs within the Rhinoceros 3D computer-aided design (CAD) application. The program was created by David Rutten, at Robert McNeel & Associates. [2]

  5. Xbox 360 technical problems - Wikipedia

    en.wikipedia.org/wiki/Xbox_360_technical_problems

    Game publisher Electronic Arts details a specific program for this problem which requires the disc and original receipt, with the requirement that the game must be purchased within 90 days of the request for a replacement disc, or they will request a replacement charge of $20 or $25. [44]

  6. Verge3D - Wikipedia

    en.wikipedia.org/wiki/Verge3D

    Verge3D enables users to convert content from 3D modelling tools (Blender, 3ds Max, and Maya are currently supported) to view in a web browser. Verge3D was created by the same core group of software engineers that previously created the Blend4Web framework.

  7. Speckle (interference) - Wikipedia

    en.wikipedia.org/wiki/Speckle_(interference)

    Speckle is considered to be a problem in laser based display systems like the Laser TV. Speckle is usually quantified by the speckle contrast. Speckle contrast reduction is essentially the creation of many independent speckle patterns, so that they average out on the retina/detector. This can be achieved by, [35]

  8. Diffusing-wave spectroscopy - Wikipedia

    en.wikipedia.org/wiki/Diffusing-wave_spectroscopy

    This technique either uses a camera to detect many speckle grains (see speckle pattern) or a ground glass to create a large number of speckle realizations (Echo-DWS [6]). In both cases an average over a large number of statistically independent intensity values is obtained, allowing a much faster data acquisition time.

  9. Specularity - Wikipedia

    en.wikipedia.org/wiki/Specularity

    Early shaders included a parameter called "Specularity". CG Artists, confused by this term discovered by experimentation that the manipulation of this parameter would cause a reflected highlight from a light source to appear and disappear and therefore misinterpreted "specularity" to mean "light highlights".