UV Mapping
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UV Mapping
UV mapping is the 3D modeling process of projecting a 3D model's surface to a 2D image for texture mapping Texture mapping is a method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color. History The original technique was pioneered by Edwin Catmull in 1974. Texture mappi .... The letters "U" and "V" denote the axes of the 2D texture because "X", "Y", and "Z" are already used to denote the axes of the 3D object in model space, while "W" (in addition to XYZ) is used in calculating quaternion rotations, a common operation in computer graphics. Process UV texturing permits polygons that make up a 3D object to be painted with color (and other surface attributes) from an ordinary image. The image is called a UV texture map.Mullen, T (2009). Mastering Blender. 1st ed. Indianapolis, Indiana: Wiley Publishing, Inc. The UV mapping process involves assigning pixels in the image to surface mappings on the p ...
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Equirectangular Projection
The equirectangular projection (also called the equidistant cylindrical projection or la carte parallélogrammatique projection), and which includes the special case of the plate carrée projection (also called the geographic projection, lat/lon projection, or plane chart), is a simple map projection attributed to Marinus of Tyre, who Ptolemy claims invented the projection about AD 100. The projection maps meridians to vertical straight lines of constant spacing (for meridional intervals of constant spacing), and circles of latitude to horizontal straight lines of constant spacing (for constant intervals of parallels). The projection is neither equal area nor conformal. Because of the distortions introduced by this projection, it has little use in navigation or cadastral mapping and finds its main use in thematic mapping. In particular, the plate carrée has become a standard for global raster datasets, such as Celestia, NASA World Wind, the USGS Astrogeology Research Progra ...
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Blender (software)
Blender is a free and open-source 3D computer graphics software tool set used for creating animated films, visual effects, art, 3D-printed models, motion graphics, interactive 3D applications, virtual reality, and, formerly, video games. Blender's features include 3D modelling, UV mapping, texturing, digital drawing, raster graphics editing, rigging and skinning, fluid and smoke simulation, particle simulation, soft body simulation, sculpting, animation, match moving, rendering, motion graphics, video editing, and compositing. History The Dutch animation studio NeoGeo (not related to Neo Geo video game hardware) started to develop Blender as an in-house application, and based on the timestamps for the first source files, January 2, 1994 is considered to be Blender's birthday. Version 1.00 was released in January 1995, with the primary author being company co-owner and software developer Ton Roosendaal. The name ''Blender'' was inspired by a song by the S ...
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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 Polygon mesh, 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 tha ...
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Lightmap
A lightmap is a data structure used in lightmapping, a form of surface caching in which the brightness of surfaces in a virtual scene is pre-calculated and stored in texture maps for later use. Lightmaps are most commonly applied to static objects in applications that use real-time 3D computer graphics, such as video games, in order to provide lighting effects such as global illumination at a relatively low computational cost. History John Carmack's Quake was the first computer game to use lightmaps to augment rendering. Before lightmaps were invented, realtime applications relied purely on Gouraud shading to interpolate vertex lighting for surfaces. This only allowed low frequency lighting information, and could create clipping artifacts close to the camera without perspective-correct interpolation. Discontinuity meshing was sometimes used especially with radiosity solutions to adaptively improve the resolution of vertex lighting information, however the additional cost ...
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Radon Transformation
In mathematics, the Radon transform is the integral transform which takes a function ''f'' defined on the plane to a function ''Rf'' defined on the (two-dimensional) space of lines in the plane, whose value at a particular line is equal to the line integral of the function over that line. The transform was introduced in 1917 by Johann Radon, who also provided a formula for the inverse transform. Radon further included formulas for the transform in three dimensions, in which the integral is taken over planes (integrating over lines is known as the X-ray transform). It was later generalized to higher-dimensional Euclidean spaces, and more broadly in the context of integral geometry. The complex analogue of the Radon transform is known as the Penrose transform. The Radon transform is widely applicable to tomography, the creation of an image from the projection data associated with cross-sectional scans of an object. Explanation If a function f represents an unknown density, then ...
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