Cheetah3D
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Cheetah3D
Cheetah3D is a computer graphics program for 3D modelling, animation and rendering. It is written in Cocoa for macOS. The program is aimed at beginning and amateur 3D artists. It offers a number of medium and high-end features in conjunction with an intuitive user interface. Its simplicity is what makes it stand apart from other programs. It was initially released in 2003 and is currently available on Intel based Macs. A single user license is $99 US. A free demo version is available, with the limitation of the ability to save or export models. Features Cheetah3D is aimed primarily at amateur artists, and so focuses on providing features for creating simple 3D scenes. Its selection of features is narrow but focused to add in its usefulness and simplicity. It supports a variety of geometric primitives, including polygon meshes and Bezier curves. Its features also allow for box modeling with subdivision surfaces In addition, it has some simple animation support, including sp ...
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MacOS
macOS (; previously OS X and originally Mac OS X) is a Unix operating system developed and marketed by Apple Inc. since 2001. It is the primary operating system for Apple's Mac computers. Within the market of desktop and laptop computers it is the second most widely used desktop OS, after Microsoft Windows and ahead of ChromeOS. macOS succeeded the classic Mac OS, a Mac operating system with nine releases from 1984 to 1999. During this time, Apple cofounder Steve Jobs had left Apple and started another company, NeXT, developing the NeXTSTEP platform that would later be acquired by Apple to form the basis of macOS. The first desktop version, Mac OS X 10.0, was released in March 2001, with its first update, 10.1, arriving later that year. All releases from Mac OS X 10.5 Leopard and after are UNIX 03 certified, with an exception for OS X 10.7 Lion. Apple's other operating systems (iOS, iPadOS, watchOS, tvOS, audioOS) are derivatives of macOS. A promi ...
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Depth Of Field
The depth of field (DOF) is the distance between the nearest and the furthest objects that are in acceptably sharp focus in an image captured with a camera. Factors affecting depth of field For cameras that can only focus on one object distance at a time, depth of field is the distance between the nearest and the farthest objects that are in acceptably sharp focus. "Acceptably sharp focus" is defined using a property called the "circle of confusion". The depth of field can be determined by focal length, distance to subject, the acceptable circle of confusion size, and aperture. Limitations of depth of field can sometimes be overcome with various techniques and equipment. The approximate depth of field can be given by: : \text \approx \frac for a given circle of confusion (c), focal length (f), f-number (N), and distance to subject (u). As distance or the size of the acceptable circle of confusion increases, the depth of field increases; however, increasing the size of ...
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Animation Software
Computer animation is the process used for digitally generating animations. The more general term computer-generated imagery (CGI) encompasses both static scenes (still images) and dynamic images (moving images), while computer animation refers to moving images. Modern computer animation usually uses 3D computer graphics to generate a three-dimensional picture. The target of the animation is sometimes the computer itself, while other times it is film. Computer animation is essentially a digital successor to stop motion techniques, but using 3D models, and traditional animation techniques using frame-by-frame animation of 2D illustrations. Computer-generated animations can also allow a single graphic artist to produce such content without the use of actors, expensive set pieces, or props. To create the illusion of movement, an image is displayed on the computer monitor and repeatedly replaced by a new image that is similar to it but advanced slightly in time (usually at a ra ...
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3D Graphics Software
3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later (possibly as an animation) or displayed in real time. 3D computer graphics, contrary to what the name suggests, are most often displayed on two-dimensional displays. Unlike 3D film and similar techniques, the result is two-dimensional, without visual depth. More often, 3D graphics are being displayed on 3D displays, like in virtual reality systems. 3D graphics stand in contrast to 2D computer graphics which typically use completely different methods and formats for creation and rendering. 3D computer graphics rely on many of the same algorithms as 2D computer vector graphics ...
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Soft-body Dynamics
Soft-body dynamics is a field of computer graphics that focuses on visually realistic physical simulations of the motion and properties of deformable objects (or ''soft bodies''). The applications are mostly in video games and films. Unlike in simulation of rigid bodies, the shape of soft bodies can change, meaning that the relative distance of two points on the object is not fixed. While the relative distances of points are not fixed, the body is expected to retain its shape to some degree (unlike a fluid). The scope of soft body dynamics is quite broad, including simulation of soft organic materials such as muscle, fat, hair and vegetation, as well as other deformable materials such as clothing and fabric. Generally, these methods only provide visually plausible emulations rather than accurate scientific/engineering simulations, though there is some crossover with scientific methods, particularly in the case of finite element simulations. Several physics engines currently provide ...
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Rigid-body Dynamics
In the physical science of dynamics, rigid-body dynamics studies the movement of systems of interconnected bodies under the action of external forces. The assumption that the bodies are ''rigid'' (i.e. they do not deform under the action of applied forces) simplifies analysis, by reducing the parameters that describe the configuration of the system to the translation and rotation of reference frames attached to each body. This excludes bodies that display fluid, highly elastic, and plastic behavior. The dynamics of a rigid body system is described by the laws of kinematics and by the application of Newton's second law (kinetics) or their derivative form, Lagrangian mechanics. The solution of these equations of motion provides a description of the position, the motion and the acceleration of the individual components of the system, and overall the system itself, as a function of time. The formulation and solution of rigid body dynamics is an important tool in the computer si ...
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PowerPC
PowerPC (with the backronym Performance Optimization With Enhanced RISC – Performance Computing, sometimes abbreviated as PPC) is a reduced instruction set computer (RISC) instruction set architecture (ISA) created by the 1991 Apple Inc., Apple–IBM–Motorola alliance, known as AIM alliance, AIM. PowerPC, as an evolving instruction set, has been named Power ISA since 2006, while the old name lives on as a trademark for some implementations of Power Architecture–based processors. PowerPC was the cornerstone of AIM's PReP and Common Hardware Reference Platform (CHRP) initiatives in the 1990s. Originally intended for personal computers, the architecture is well known for being used by Apple's Power Macintosh, PowerBook, iMac, iBook, eMac, Mac Mini, and Xserve lines from 1994 until 2005, when Mac transition to Intel processors, Apple migrated to Intel's x86. It has since become a niche in personal computers, but remains popular for embedded system, embedded and high-performanc ...
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Mac OS X V10
Mac or MAC most commonly refers to: * Mac (computer), a family of personal computers made by Apple Inc. * Mackintosh, a raincoat made of rubberized cloth * A variant of the word macaroni, mostly used in the name of the dish mac and cheese * Mac, Gaelic for "son", a prefix to family names often appearing in Gaelic names Mac or MAC may also refer to: Arts, entertainment, and media Fictional entities * Mac (''Green Wing''), a television character * Mac (''It's Always Sunny in Philadelphia''), a television character * Mac Gargan, an enemy of Spider-Man * Mac Foster, a character on ''Foster's Home for Imaginary Friends'' * Angus "Mac" MacGyver, from the television series ''MacGyver'' * Cindy "Mac" Mackenzie, from the TV series ''Veronica Mars'' * Lt. Col. Sarah MacKenzie, from the TV series ''JAG'' * Dr. Terrence McAfferty, from Robert Muchamore's ''CHERUB'' and ''Henderson's Boys'' novel series * "Mac" McAnnally, in ''The Dresden Files'' series * Randle McMurphy, in the mo ...
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Game Development Tool
A game development tool is a specialized software application that assists or facilitates the making of a video game. Some tasks handled by tools include the conversion of assets (such as 3D models, textures, etc.) into formats required by the game, level editing and script compilation. Almost all game development tools are developed by the developer custom for one game, or by a console manufacturer (such as Nintendo or Microsoft) as part of a game development kit. Though tools may be re-used for later games, they almost always start out as a resource for a single game. While many COTS packages are used in the production of games—such as 3D packages like Maya and 3D Studio Max, graphic editors like Photoshop and IDEs like Microsoft Visual Studio—they are not considered solely game development tools since they have uses beyond game development. The game tools may or may not be released along with the final game, depending on what the tool is used for. For contem ...
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Unity (game Engine)
Unity is a cross-platform game engine developed by Unity Technologies, first announced and released in June 2005 at Apple Worldwide Developers Conference as a MacOS, Mac OS X game engine. The engine has since been gradually extended to support a variety of Desktop computer, desktop, Mobile phone, mobile, Video game console, console and virtual reality platforms. It is particularly popular for iOS and Android (operating system), Android mobile game development, is considered easy to use for beginner developers, and is popular for indie game development. The engine can be used to create Three-dimensional space, three-dimensional (3D) and Two-dimensional space, two-dimensional (2D) games, as well as interactive Computer simulation, simulations and other experiences. The engine has been adopted by industries outside video gaming, such as film industry, film, automotive industry, automotive, architecture, engineering, construction, and the United States Armed Forces. History The U ...
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Caustic (optics)
In optics, a caustic or caustic network is the envelope of light rays which have been reflected or refracted by a curved surface or object, or the projection of that envelope of rays on another surface. The caustic is a curve or surface to which each of the light rays is tangent, defining a boundary of an envelope of rays as a curve of concentrated light. Therefore, in the photo to the right, caustics can be seen as patches of light or their bright edges. These shapes often have cusp singularities. Explanation Concentration of light, especially sunlight, can burn. The word ''caustic'', in fact, comes from the Greek καυστός, burnt, via the Latin ''causticus'', burning. A common situation where caustics are visible is when light shines on a drinking glass. The glass casts a shadow, but also produces a curved region of bright light. In ideal circumstances (including perfectly parallel rays, as if from a point source at infinity), a nephroid-shaped patch of light ...
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Ambient Occlusion
In 3D computer graphics, modeling, and animation, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. For example, the interior of a tube is typically more occluded (and hence darker) than the exposed outer surfaces, and becomes darker the deeper inside the tube one goes. Ambient occlusion can be seen as an accessibility value that is calculated for each surface point. In scenes with open sky, this is done by estimating the amount of visible sky for each point, while in indoor environments, only objects within a certain radius are taken into account and the walls are assumed to be the origin of the ambient light. The result is a diffuse, non-directional shading effect that casts no clear shadows, but that darkens enclosed and sheltered areas and can affect the rendered image's overall tone. It is often used as a post-processing effect. Unlike local methods such as Phong shading, ambient occlusion i ...
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