Sketch Based Modeling
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Sketch Based Modeling
{{Inline citations, date=April 2021 Sketch-based modeling is a method of creating 3D models for use in 3D computer graphics applications. Sketch-based modeling is differentiated from other types of 3D modeling by its interface - instead of creating a 3D model by directly editing polygons, the user draws a 2D shape which is converted to 3D automatically by the application. Purpose Many computer users think that traditional 3D modeling programs such as Blender or Maya have a high learning curve. Novice users often have difficulty creating models in traditional modeling programs without first completing a lengthy series of tutorials. Sketch-based modeling tools aim to solve this problem by creating a User interface which is similar to drawing, which most users are familiar with. Uses Sketch-based modeling is primarily designed for use by persons with artistic ability, but no experience with 3D modeling programs. However, sketch-based modeling is also used for other applications ...
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3D Computer Graphics
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 gr ...
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Graphics Tablet
A graphics tablet (also known as a digitizer, digital graphic tablet, pen tablet, drawing tablet, external drawing pad or digital art board) is a computer input device that enables a user to hand-draw images, animations and graphics, with a special pen-like stylus (computing), stylus, similar to the way a person draws images with a pencil and paper. These tablets may also be used to capture data or handwritten signatures. It can also be used to trace an image from a piece of paper that is taped or otherwise secured to the tablet surface. Capturing data in this way, by tracing or entering the corners of linear Polygonal chain, polylines or shapes, is called digitizing. The device consists of a rough surface upon which the user may "draw" or trace an image using the attached stylus (computing), stylus, a pen-like drawing apparatus. The image is shown on the computer computer display, monitor, though some graphic tablets now also incorporate an LCD screen for more realistic or natu ...
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Digital Sculpting
Digital sculpting, also known as sculpt modeling or 3D sculpting, is the use of software that offers tools to push, pull, smooth, grab, pinch or otherwise manipulate a digital object as if it were made of a real-life substance such as clay. Sculpting technology The geometry used in digital sculpting programs to represent the model can vary; each offers different benefits and limitations. The majority of digital sculpting tools on the market use mesh-based geometry, in which an object is represented by an interconnected surface mesh of polygons that can be pushed and pulled around. This is somewhat similar to the physical process of beating copper plates to sculpt a scene in relief. Other digital sculpting tools use voxel-based geometry, in which the volume of the object is the basic element. Material can be added and removed, much like sculpting in clay. Still other tools make use of more than one basic geometry representation. A benefit of mesh-based programs is that they suppor ...
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Eurographics
Eurographics is a Europe-wide professional computer graphics association. The association supports its members in advancing the state of the art in computer graphics and related fields such as multimedia, scientific visualization and human–computer interaction. Overview Eurographics organizes many events and services, which are open to everyone. Eurgraphics has a broad membership, including researchers & developers, educators & industrialists, users & providers of computer graphics hardware, software, and applications. Eurgraphics organizes venues including the Eurographics Symposium on Rendering and High-Performance Graphics. Eurographics publishes ''Computer Graphics Forum'', a quarterly journal, among others. Symposiums * Annual Conference * 3D Object Retrieval * Computer Animation * EuroVis * EXPRESSIVE * Symposium on Geometry Processing, Geometry Processing * Graphics and Cultural Heritage * High-Performance Graphics * Intelligent Cinematography and Editing * Material ...
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ACM SIGGRAPH
ACM SIGGRAPH is the international Association for Computing Machinery's Special Interest Group on Computer Graphics and Interactive Techniques based in New York. It was founded in 1969 by Andy van Dam (its direct predecessor, ACM SICGRAPH was founded two years earlier in 1967). ACM SIGGRAPH convenes the annual SIGGRAPH conference, attended by tens of thousands of computer professionals. The organization also sponsors other conferences around the world, and regular events are held by its professional and student chapters in several countries. Committees Professional and Student Chapters Committee The Professional and Student Chapters Committee (PSCC) is the leadership group that oversees the activities of ACM SIGGRAPH Chapters around the world. Details about Local Chapters can be found below. International Resources Committee The International Resources Committee (IRC) facilitates throughout the year worldwide collaboration in the ACM SIGGRAPH community, provides an Eng ...
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Image Scanner
An image scanner—often abbreviated to just scanner—is a device that optically scans images, printed text, handwriting or an object and converts it to a digital image. Commonly used in offices are variations of the desktop ''flatbed scanner'' where the document is placed on a glass window for scanning. ''Hand-held scanners'', where the device is moved by hand, have evolved from text scanning "wands" to 3D scanners used for industrial design, reverse engineering, test and measurement, orthotics, gaming and other applications. Mechanically driven scanners that move the document are typically used for large-format documents, where a flatbed design would be impractical. Modern scanners typically use a charge-coupled device (CCD) or a contact image sensor (CIS) as the image sensor, whereas ''drum scanners'', developed earlier and still used for the highest possible image quality, use a photomultiplier tube (PMT) as the image sensor. A ''rotary scanner,'' used for high-speed documen ...
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Nurbs
Non-uniform rational basis spline (NURBS) is a mathematical model using basis splines (B-splines) that is commonly used in computer graphics for representing curves and surfaces. It offers great flexibility and precision for handling both analytic (defined by common mathematical formulae) and modeled shapes. It is a type of curve modeling, as opposed to polygonal modeling or digital sculpting. NURBS curves are commonly used in computer-aided design (CAD), manufacturing (CAM), and engineering (CAE). They are part of numerous industry-wide standards, such as IGES, STEP, ACIS, and PHIGS. Tools for creating and editing NURBS surfaces are found in various 3D graphics and animation software packages. They can be efficiently handled by computer programs yet allow for easy human interaction. NURBS surfaces are functions of two parameters mapping to a surface in three-dimensional space. The shape of the surface is determined by control points. In a compact form, NURBS surfaces can re ...
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Vertex (geometry)
In geometry, a vertex (in plural form: vertices or vertexes) is a point (geometry), point where two or more curves, line (geometry), lines, or edge (geometry), edges meet. As a consequence of this definition, the point where two lines meet to form an angle and the corners of polygons and polyhedron, polyhedra are vertices. Definition Of an angle The ''vertex'' of an angle is the point where two Line (mathematics)#Ray, rays begin or meet, where two line segments join or meet, where two lines intersect (cross), or any appropriate combination of rays, segments, and lines that result in two straight "sides" meeting at one place. :(3 vols.): (vol. 1), (vol. 2), (vol. 3). Of a polytope A vertex is a corner point of a polygon, polyhedron, or other higher-dimensional polytope, formed by the intersection (Euclidean geometry), intersection of Edge (geometry), edges, face (geometry), faces or facets of the object. In a polygon, a vertex is called "convex set, convex" if the internal an ...
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Mouse (computing)
A computer mouse (plural mice, sometimes mouses) is a hand-held pointing device that detects two-dimensional motion relative to a surface. This motion is typically translated into the motion of a pointer on a display, which allows a smooth control of the graphical user interface of a computer. The first public demonstration of a mouse controlling a computer system was in 1968. Mice originally used two separate wheels to track movement across a surface: one in the X-dimension and one in the Y. Later, the standard design shifted to utilize a ball rolling on a surface to detect motion. Most modern mice use optical sensors that have no moving parts. Though originally all mice were connected to a computer by a cable, many modern mice are cordless, relying on short-range radio communication with the connected system. In addition to moving a cursor, computer mice have one or more buttons to allow operations such as the selection of a menu item on a display. Mice often also feature ...
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User Interface
In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls. The design considerations applicable when creating user interfaces are related to, or involve such disciplines as, ergonomics and psychology. Generally, the goal of user interface design is to produce a user interface that makes it easy, efficient, and enjoyable (user-friendly) to operate a machine in the way which produces the desired result (i.e. maximum usability). This generally means that the operator needs to provide minimal input ...
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Design
A design is a plan or specification for the construction of an object or system or for the implementation of an activity or process or the result of that plan or specification in the form of a prototype, product, or process. The verb ''to design'' expresses the process of developing a design. In some cases, the direct construction of an object without an explicit prior plan (such as in craftwork, some engineering, coding, and graphic design) may also be considered to be a design activity. The design usually has to satisfy certain goals and constraints; may take into account aesthetic, functional, economic, or socio-political considerations; and is expected to interact with a certain Environment (systems), environment. Typical examples of designs include architectural drawing, architectural and engineering drawing, engineering drawings, circuit diagrams, Pattern (sewing), sewing patterns and less tangible artefacts such as business process models. Designing People who produce designs ...
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Prototyping
A prototype is an early sample, model, or release of a product built to test a concept or process. It is a term used in a variety of contexts, including semantics, design, electronics, and software programming. A prototype is generally used to evaluate a new design to enhance precision by system analysts and users. Prototyping serves to provide specifications for a real, working system rather than a theoretical one. In some design workflow models, creating a prototype (a process sometimes called materialization) is the step between the formalization and the evaluation of an idea. A prototype can also mean a typical example of something such as in the use of the derivation 'prototypical'. This is a useful term in identifying objects, behaviours and concepts which are considered the accepted norm and is analogous with terms such as stereotypes and archetypes. The word ''prototype'' derives from the Greek , "primitive form", neutral of , "original, primitive", from πρῶτο ...
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