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Tessellation (computer Graphics)
In computer graphics, tessellation refers to the dividing of datasets of polygons (sometimes called ''vertex sets'') presenting objects in a scene into suitable structures for rendering. Especially for real-time rendering, data is tessellated into triangles, for example in OpenGL 4.0 and Direct3D 11. In graphics rendering A key advantage of tessellation for realtime graphics is that it allows detail to be dynamically added and subtracted from a 3D polygon mesh and its silhouette edges based on control parameters (often camera distance). In previously leading realtime techniques such as parallax mapping and bump mapping, surface details could be simulated at the pixel level, but silhouette edge detail was fundamentally limited by the quality of the original dataset. In Direct3D 11 pipeline (a part of DirectX 11), the graphics primitive is the patch. The ''tessellator'' generates a triangle-based tessellation of the patch according to tessellation parameters such as the ''Te ...
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Tesselation Pipeline
A tessellation or tiling is the covering of a surface, often a plane, using one or more geometric shapes, called ''tiles'', with no overlaps and no gaps. In mathematics, tessellation can be generalized to higher dimensions and a variety of geometries. A periodic tiling has a repeating pattern. Some special kinds include ''regular tilings'' with regular polygonal tiles all of the same shape, and ''semiregular tilings'' with regular tiles of more than one shape and with every corner identically arranged. The patterns formed by periodic tilings can be categorized into 17 wallpaper groups. A tiling that lacks a repeating pattern is called "non-periodic". An ''aperiodic tiling'' uses a small set of tile shapes that cannot form a repeating pattern. A ''tessellation of space'', also known as a space filling or honeycomb, can be defined in the geometry of higher dimensions. A real physical tessellation is a tiling made of materials such as cemented ceramic squares or hexagons. Su ...
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Phong Shading
In 3D computer graphics, Phong shading, Phong interpolation, or normal-vector interpolation shading is an interpolation technique for surface shading invented by computer graphics pioneer Bui Tuong Phong. Phong shading interpolates surface normals across rasterized polygons and computes pixel colors based on the interpolated normals and a reflection model. ''Phong shading'' may also refer to the specific combination of Phong interpolation and the Phong reflection model. History Phong shading and the Phong reflection model were developed at the University of Utah by Bui Tuong Phong, who published them in his 1973 Ph.D. dissertation and a 1975 paper.Bui Tuong Phong, "Illumination for Computer Generated Pictures," Comm. ACM, Vol 18(6):311-317, June 1975. Phong's methods were considered radical at the time of their introduction, but have since become the de facto baseline shading method for many rendering applications. Phong's methods have proven popular due to their generally ...
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Hardware Tessellation Unit
Hardware may refer to: Technology Computing and electronics * Electronic hardware, interconnected electronic components which perform analog or logic operations ** Digital electronics, electronics that operate on digital signals *** Computer hardware, physical parts of a computer *** Networking hardware, devices that enable use of a computer network ** Electronic component, device in an electronic system used to affect electrons, usually industrial products Other technologies * Household hardware, equipment used for home repair and other work, such as fasteners, wire, plumbing supplies, electrical supplies, utensils, and machine parts *Builders hardware, metal hardware for building fixtures, such as hinges and latches * Hardware (development cooperation), in technology transfer * Drum hardware, used to tension, position, and support the instruments * Military technology, application of technology to warfare * Music hardware, devices other than instruments to create music Enter ...
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ATI TruForm
ATI TruForm was a brand by ATI (now AMD) for a SIP block capable of doing a graphics procedure called tessellation in computer hardware. ATI TruForm was included into Radeon 8500 (available from August 2001 on) and newer products. The successor of the SIP block branded "ATI TruForm" was included into Radeon HD 2000 series (available from June 2007 on) and newer products: hardware tessellation with TeraScale. Support for hardware tessellation only became mandatory in Direct3D 11 and OpenGL 4. Tessellation as defined in those APIs is only supported by newer TeraScale 2 (VLIW5) products introduced in September 2009 and GCN-based products (available from January 2012 on). The GCN SIP block carrying out the tessellation is the "Geometric processor". Overview Before the adoption of pixel shader-enhanced bump mapping methods such as normal and parallax mapping that simulate higher mesh detail, curved 3D shapes in games were created with large numbers of triangles. The more triangl ...
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Adaptive Mesh Refinement
In numerical analysis, adaptive mesh refinement (AMR) is a method of adapting the accuracy of a solution within certain sensitive or turbulent regions of simulation, dynamically and during the time the solution is being calculated. When solutions are calculated numerically, they are often limited to pre-determined quantified grids as in the Cartesian plane which constitute the computational grid, or 'mesh'. Many problems in numerical analysis, however, do not require a uniform precision in the numerical grids used for graph plotting or computational simulation, and would be better suited if specific areas of graphs which needed precision could be refined in quantification only in the regions requiring the added precision. Adaptive mesh refinement provides such a dynamic programming environment for adapting the precision of the numerical computation based on the requirements of a computation problem in specific areas of multi-dimensional graphs which need precision while leaving the ...
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Polygonal Chain
In geometry, a polygonal chain is a connected series of line segments. More formally, a polygonal chain is a curve specified by a sequence of points (A_1, A_2, \dots, A_n) called its vertices. The curve itself consists of the line segments connecting the consecutive vertices. Name A polygonal chain may also be called a polygonal curve, polygonal path, polyline,. piecewise linear curve, broken line or, in geographic information systems, a linestring or linear ring. Variations A simple polygonal chain is one in which only consecutive (or the first and the last) segments intersect and only at their endpoints. A closed polygonal chain is one in which the first vertex coincides with the last one, or, alternatively, the first and the last vertices are also connected by a line segment. A simple closed polygonal chain in the plane is the boundary of a simple polygon. Often the term "polygon" is used in the meaning of "closed polygonal chain", but in some cases it is important to d ...
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Finite Element Analysis
The finite element method (FEM) is a popular method for numerically solving differential equations arising in engineering and mathematical modeling. Typical problem areas of interest include the traditional fields of structural analysis, heat transfer, fluid flow, mass transport, and electromagnetic potential. The FEM is a general numerical method for solving partial differential equations in two or three space variables (i.e., some boundary value problems). To solve a problem, the FEM subdivides a large system into smaller, simpler parts that are called finite elements. This is achieved by a particular space discretization in the space dimensions, which is implemented by the construction of a mesh of the object: the numerical domain for the solution, which has a finite number of points. The finite element method formulation of a boundary value problem finally results in a system of algebraic equations. The method approximates the unknown function over the domain. The s ...
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Hexahedron
A hexahedron (plural: hexahedra or hexahedrons) or sexahedron (plural: sexahedra or sexahedrons) is any polyhedron with six faces. A cube, for example, is a regular hexahedron with all its faces square, and three squares around each vertex. There are seven topologically distinct ''convex'' hexahedra, one of which exists in two mirror image forms. There are three topologically distinct concave hexahedra. Two polyhedra are "topologically distinct" if they have intrinsically different arrangements of faces and vertices, such that it is impossible to distort one into the other simply by changing the lengths of edges or the angles between edges or faces. Convex, Cuboid Convex, Others Concave There are three further topologically distinct hexahedra that can only be realised as ''concave'' figures: A digonal antiprism can be considered a degenerate form of hexahedron, having two opposing digonal faces and four triangular faces. However, digons are usually disregarded in the def ...
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Tetrahedron
In geometry, a tetrahedron (plural: tetrahedra or tetrahedrons), also known as a triangular pyramid, is a polyhedron composed of four triangular faces, six straight edges, and four vertex corners. The tetrahedron is the simplest of all the ordinary convex polyhedra and the only one that has fewer than 5 faces. The tetrahedron is the three-dimensional case of the more general concept of a Euclidean simplex, and may thus also be called a 3-simplex. The tetrahedron is one kind of pyramid, which is a polyhedron with a flat polygon base and triangular faces connecting the base to a common point. In the case of a tetrahedron the base is a triangle (any of the four faces can be considered the base), so a tetrahedron is also known as a "triangular pyramid". Like all convex polyhedra, a tetrahedron can be folded from a single sheet of paper. It has two such nets. For any tetrahedron there exists a sphere (called the circumsphere) on which all four vertices lie, and anot ...
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Boundary Representation
In solid modeling and computer-aided design, boundary representation (often abbreviated B-rep or BREP) is a method for representing a 3D shape by defining the limits of its volume. A solid is represented as a collection of connected surface elements, which define the boundary between interior and exterior points. Overview A boundary representation of a model comprises topological components ( faces, edges and vertices) and the connections between them, along with geometric definitions for those components (surfaces, curves and points, respectively). A face is a bounded portion of a surface; an edge is a bounded piece of a curve and a vertex lies at a point. Other elements are the ''shell'' (a set of connected faces), the ''loop'' (a circuit of edges bounding a face) and ''loop-edge links'' (also known as '' winged edge links'' or ''half-edges'') which are used to create the edge circuits. Vs Constructive Solid Geometry Compared to the constructive solid geometry (CS ...
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Computer-aided Design
Computer-aided design (CAD) is the use of computers (or ) to aid in the creation, modification, analysis, or optimization of a design. This software is used to increase the productivity of the designer, improve the quality of design, improve communications through documentation, and to create a database for manufacturing. Designs made through CAD software are helpful in protecting products and inventions when used in patent applications. CAD output is often in the form of electronic files for print, machining, or other manufacturing operations. The terms computer-aided drafting (CAD) and computer aided design and drafting (CADD) are also used. Its use in designing electronic systems is known as '' electronic design automation'' (''EDA''). In mechanical design it is known as ''mechanical design automation'' (''MDA''), which includes the process of creating a technical drawing with the use of computer software. CAD software for mechanical design uses either vector-based graphic ...
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Tessellation Control Shader
In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene - a process known as ''shading''. Shaders have evolved to perform a variety of specialized functions in computer graphics special effects and video post-processing, as well as general-purpose computing on graphics processing units. Traditional shaders calculate rendering effects on graphics hardware with a high degree of flexibility. Most shaders are coded for (and run on) a graphics processing unit (GPU), though this is not a strict requirement. ''Shading languages'' are used to program the GPU's rendering pipeline, which has mostly superseded the fixed-function pipeline of the past that only allowed for common geometry transforming and pixel-shading functions; with shaders, customized effects can be used. The position and color (hue, saturation, brightness, and contrast) of all pixels, vertices, and/or textures us ...
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