Geometric Theory for 3D Graphics
来源:互联网 发布:mac怎么压缩图片 编辑:程序博客网 时间:2024/04/30 10:05
Geometric Theory for 3D Graphics
This is asmart resource. Use a QR readeror theAurasmaapp to access additional content.
https://goo.gl/vM0FTT
What is a 3D model?
A 3D model is a mathematical representation of a shape in 3D space. Cubes, spheres and cylinders are all examples of basic 3D models but they can also be very complex as you can see in these examples;
There are two main types of 3D models in use in the film and games industries these are NURBS surfaces and polygonal models. We’re mostly going to focus on polygonal models but I will give a quick explanation of NURBS surface modelling.
NURBS surfaces
A NURBS (Non-uniform rational B-spline) surface is a model created through the use of bezier curves (like the ones use to create vector graphics). To form a NURBS surface the software interpolates between two or more curves and creates a smooth face to fill the space. Models constructed using NURBS are very mathematically accurate and are commonly used when modelling for engineering and automotive design.
Polygonal models
These types of models are more common in the film, animations and games industries and it’s these that we’ll focus on for the rest of this handout. Polygonal models are made up of vertices, edges and faces.
Vertices
These are points in 3D space. Each of these points is known as a vertex. Each vertex has its own coordinate information (x, y, z) and moving these vertices is a common method of shaping models. Here you can see vertices highlighted.
Edges
Edges are used to join vertices together. This creates a wireframe like the one here.
Faces
The thing that defines polygonal modelling is that the meshes are faceted. That means that they are made up of faces. Faces are used to fill the space between vertices and edges. In efficient modelling these faces are three or four sided (modelling in tris or quads). The faces that make up a 3D model is known as a mesh. The number of faces in a mesh is known as the poly-count and the polygon density is referred to as the resolution.
3D coordinate space and axes
The 3 dimensional space that games and applications such as Maya rely on is based on the Cartesian coordinate system. This is like a map for defining the position of points in 3d space. The system was developed by French brainbox Rene Descartes. Using this system space is defined using 3 axes, known as x, y and z. These represent the width, height and depth respectively. The coordinates for a point are written numerically in the order of x, y and z and look like this - (2,4,5).
The zero point of the axes is called the origin (0,0,0). This is where each of the three axes intersect. Here’s an example of how this coordinate system looks and works.
More information
http://goo.gl/Laq09g
- Geometric Theory for 3D Graphics
- 3D Graphics with OpenGL-Basic Theory
- 3D Graphics with OpenGL Basic Theory
- OpenGL 基础知识-3D Graphics with OpenGL Basic Theory
- Vector Math for 3D Computer Graphics
- On the Degree of Standard Geometric Predicates for Line Transversals in 3D
- Scale-Dependent 3D Geometric Features
- X3D: Extensible 3D Graphics for Web Authors
- Mathematics for 3D Game Programming and Computer Graphics - Projections
- 读书笔记:3D Math Primer for Graphics and Game Development
- Graphics Shaders - Theory & Practice
- 3D Graphics Pipeline
- 3D Graphics Overview
- Mathematics for 3D Game Programming and Computer Graphics - Lines in 3D Space
- Mathematics for 3D Game Programming and Computer Graphics - Planes in 3D Space
- UESTC Training for Graph Theory——D、Distance Queries
- 【索引】Geometric Computations and Algorithms in 3D
- 【索引】Geometric Computations and Algorithms in 3D::Examples
- 链接太长自动换行
- 多线程之线程创建的两种方法(Java)
- Object源码后记
- iOS问题(iOS9 + Xcode7)
- activiti流程设计器activiti designer在eclipse中的安装。
- Geometric Theory for 3D Graphics
- Android头像缓存
- javascript canvas 实现下雪效果 圣诞节专用
- A letter to our daughter——马克·扎克伯克
- STL之vector
- Android的SlidingDrawer用法总结
- SQL Server DATEDIFF() 函数
- 15北京师范大学新生同步赛E题
- 每天还是要写一写的