Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Special pages
Niidae Wiki
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Rendering (computer graphics)
(section)
Page
Discussion
English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=== 3D geometry === A geometric scene description may include:{{r|n=Raghavachary2005|loc=Ch. 4-7, 8.7}}{{r|n=pbrt4FF}} * Size, position, and orientation of [[geometric primitive]]s such as spheres and cones (which may be [[Constructive solid geometry|combined in various ways]] to create more complex objects) * [[Vertex (geometry)|Vertex]] [[Cartesian coordinate system|coordinates]] and [[Normal (geometry)|surface normal]] [[Euclidean vector|vectors]] for [[Polygon mesh|meshes]] of triangles or polygons (often rendered as smooth surfaces by [[Subdivision surface|subdividing]] the mesh) * [[Geometric transformation|Transformations]] for positioning, rotating, and scaling objects within a scene (allowing parts of the scene to use different local coordinate systems). * "Camera" information describing how the scene is being viewed (position, direction, [[focal length]], and [[field of view]]) * Light information (location, type, brightness, and color) * Optical properties of surfaces, such as [[albedo]], [[Surface roughness|roughness]], and [[refractive index]], * Optical properties of media through which light passes (transparent solids, liquids, clouds, smoke), e.g. [[Absorption cross section|absorption]] and [[Cross section (physics)#Scattering of light|scattering]] cross sections * [[Bitmap]] image data used as [[Texture mapping|texture maps]] for surfaces * Small scripts or programs for generating complex 3D shapes or scenes [[Procedural generation|procedurally]] * Description of how object and camera locations and other information change over time, for rendering an animation Many file formats exist for storing individual 3D objects or "[[3D modeling|models]]". These can be imported into a larger scene, or loaded on-demand by rendering software or games. A realistic scene may require hundreds of items like household objects, vehicles, and trees, and [[Environment artist|3D artists]] often utilize large libraries of models. In game production, these models (along with other data such as textures, audio files, and animations) are referred to as "[[Digital asset|assets]]".{{r|n=BlenderImportExport}}{{r|n=Dunlop2014|loc=Ch. 4}}
Summary:
Please note that all contributions to Niidae Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Encyclopedia:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Search
Search
Editing
Rendering (computer graphics)
(section)
Add topic