Constructive Solid Geometry
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Constructive Solid Geometry
Constructive solid geometry (CSG; formerly called computational binary solid geometry) is a technique used in solid modeling. Constructive solid geometry allows a modeler to create a complex surface or object by using Boolean operators to combine simpler objects,, potentially generating visually complex objects by combining a few primitive ones.. In 3D computer graphics and CAD, CSG is often used in procedural modeling. CSG can also be performed on polygonal meshes, and may or may not be procedural and/or parametric. Contrast CSG with polygon mesh modeling and box modeling. Workings The simplest solid objects used for the representation are called ''geometric primitives''. Typically they are the objects of simple shape: cuboids, cylinders, prisms, pyramids, spheres, cones. The set of allowable primitives is limited by each software package. Some software packages allow CSG on curved objects while other packages do not. An object is ''constructed'' from primitives by means ...
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Boolean Logic
In mathematics and mathematical logic, Boolean algebra is a branch of algebra. It differs from elementary algebra in two ways. First, the values of the variable (mathematics), variables are the truth values ''true'' and ''false'', usually denoted 1 and 0, whereas in elementary algebra the values of the variables are numbers. Second, Boolean algebra uses Logical connective, logical operators such as Logical conjunction, conjunction (''and'') denoted as ∧, Logical disjunction, disjunction (''or'') denoted as ∨, and the negation (''not'') denoted as ¬. Elementary algebra, on the other hand, uses arithmetic operators such as addition, multiplication, subtraction and division. So Boolean algebra is a formal way of describing logical operations, in the same way that elementary algebra describes numerical operations. Boolean algebra was introduced by George Boole in his first book ''The Mathematical Analysis of Logic'' (1847), and set forth more fully in his ''The Laws of Thought, ...
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Valve Hammer Editor
Source is a 3D game engine developed by Valve. It debuted as the successor to GoldSrc in 2004 with the release of '' Counter-Strike: Source'' and ''Half-Life 2''. Updates to Source were released in incremental versions, with the engine being succeeded by Source 2 by the late 2010s. History Source distantly originates from the GoldSrc engine, itself a heavily modified version of John Carmack's Quake engine with some code from the Quake II engine. Carmack commented on his blog in 2004 that "there are still bits of early ''Quake'' code in ''Half-Life 2''". Valve employee Erik Johnson explained the engine's nomenclature on the Valve Developer Community: Source was developed part-by-part from this fork onwards, slowly replacing GoldSrc in Valve's internal projects and, in part, explaining the reasons behind its unusually modular nature. Valve's development of Source since has been a mixture of licensed middleware and in-house-developed code. Among others, Source uses Bink Video for ...
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Unreal Engine
Unreal Engine (UE) is a 3D computer graphics game engine developed by Epic Games, first showcased in the 1998 first-person shooter game ''Unreal''. Initially developed for PC first-person shooters, it has since been used in a variety of genres of games and has seen adoption by other industries, most notably the film and television industry. Unreal Engine is written in C++ and features a high degree of portability, supporting a wide range of desktop, mobile, console, and virtual reality platforms. The latest generation, Unreal Engine 5, was launched in April 2022. Its source code is available on GitHub after registering an account, and commercial use is granted based on a royalty model. Epic waives their royalties margin for games until developers have earned in revenue and the fee is waived if developers publish on the Epic Games Store. Epic has included features from acquired companies like Quixel in the engine, which is seen as helped by ''Fortnite'''s revenue. Histo ...
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Quake Engine
The ''Quake'' engine is the game engine developed by id Software to power their 1996 video game '' Quake''. It featured true 3D real-time rendering and is now licensed under the terms of GNU General Public License v2.0 or later. After release, it immediately forked, as did the level design. Much of the engine remained in ''Quake II'' and ''Quake III Arena''. The ''Quake'' engine, like the ''Doom'' engine, used binary space partitioning (BSP) to optimise the world rendering. The ''Quake'' engine also used Gouraud shading for moving objects, and a static lightmap for nonmoving objects. Historically, the ''Quake'' engine has been treated as a separate engine from its successor, the ''Quake II'' engine. However, both engines are now considered variants of id Tech 2. Although, the codebases for ''Quake'' and ''Quake II'' were separate GPL releases. History The ''Quake'' engine was developed from 1995 for the video game ''Quake'', released on June 22, 1996. John Carmack did mos ...
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Boolean Raytrace
Any kind of logic, function, expression, or theory based on the work of George Boole is considered Boolean. Related to this, "Boolean" may refer to: * Boolean data type, a form of data with only two possible values (usually "true" and "false") * Boolean algebra, a logical calculus of truth values or set membership * Boolean algebra (structure), a set with operations resembling logical ones * Boolean domain, a set consisting of exactly two elements whose interpretations include ''false'' and ''true'' * Boolean circuit, a mathematical model for digital logical circuits. * Boolean expression, an expression in a programming language that produces a Boolean value when evaluated * Boolean function, a function that determines Boolean values or operators * Boolean model (probability theory), a model in stochastic geometry * Boolean network, a certain network consisting of a set of Boolean variables whose state is determined by other variables in the network * Boolean processor, a 1-bit ...
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Ray Tracing (graphics)
In 3D computer graphics, ray tracing is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating digital images. On a spectrum of computational cost and visual fidelity, ray tracing-based rendering techniques, such as ray casting, recursive ray tracing, distribution ray tracing, photon mapping and path tracing, are generally slower and higher fidelity than scanline rendering methods. Thus, ray tracing was first deployed in applications where taking a relatively long time to render could be tolerated, such as in still computer-generated images, and film and television visual effects (VFX), but was less suited to real-time applications such as video games, where speed is critical in rendering each frame. Since 2018, however, hardware acceleration for real-time ray tracing has become standard on new commercial graphics cards, and graphics APIs have followed suit, allowing developers to use hybrid ray tracing and rasterization- ...
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Parameter
A parameter (), generally, is any characteristic that can help in defining or classifying a particular system (meaning an event, project, object, situation, etc.). That is, a parameter is an element of a system that is useful, or critical, when identifying the system, or when evaluating its performance, status, condition, etc. ''Parameter'' has more specific meanings within various disciplines, including mathematics, computer programming, engineering, statistics, logic, linguistics, and electronic musical composition. In addition to its technical uses, there are also extended uses, especially in non-scientific contexts, where it is used to mean defining characteristics or boundaries, as in the phrases 'test parameters' or 'game play parameters'. Modelization When a system is modeled by equations, the values that describe the system are called ''parameters''. For example, in mechanics, the masses, the dimensions and shapes (for solid bodies), the densities and the viscosities ...
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Algorithm
In mathematics and computer science, an algorithm () is a finite sequence of rigorous instructions, typically used to solve a class of specific Computational problem, problems or to perform a computation. Algorithms are used as specifications for performing calculations and data processing. More advanced algorithms can perform automated deductions (referred to as automated reasoning) and use mathematical and logical tests to divert the code execution through various routes (referred to as automated decision-making). Using human characteristics as descriptors of machines in metaphorical ways was already practiced by Alan Turing with terms such as "memory", "search" and "stimulus". In contrast, a Heuristic (computer science), heuristic is an approach to problem solving that may not be fully specified or may not guarantee correct or optimal results, especially in problem domains where there is no well-defined correct or optimal result. As an effective method, an algorithm ca ...
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Geometric Transformation
In mathematics, a geometric transformation is any bijection of a set to itself (or to another such set) with some salient geometrical underpinning. More specifically, it is a function whose domain and range are sets of points — most often both \mathbb^2 or both \mathbb^3 — such that the function is bijective so that its inverse exists. The study of geometry may be approached by the study of these transformations. Classifications Geometric transformations can be classified by the dimension of their operand sets (thus distinguishing between, say, planar transformations and spatial transformations). They can also be classified according to the properties they preserve: * Displacements preserve distances and oriented angles (e.g., translations); * Isometries preserve angles and distances (e.g., Euclidean transformations); * Similarities preserve angles and ratios between distances (e.g., resizing); * Affine transformations preserve parallelism (e.g., scaling, shear); * ...
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Complement (set Theory)
In set theory, the complement of a set , often denoted by (or ), is the set of elements not in . When all sets in the universe, i.e. all sets under consideration, are considered to be members of a given set , the absolute complement of is the set of elements in that are not in . The relative complement of with respect to a set , also termed the set difference of and , written B \setminus A, is the set of elements in that are not in . Absolute complement Definition If is a set, then the absolute complement of (or simply the complement of ) is the set of elements not in (within a larger set that is implicitly defined). In other words, let be a set that contains all the elements under study; if there is no need to mention , either because it has been previously specified, or it is obvious and unique, then the absolute complement of is the relative complement of in : A^\complement = U \setminus A. Or formally: A^\complement = \. The absolute complement of is u ...
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Intersection (set Theory)
In set theory, the intersection of two sets A and B, denoted by A \cap B, is the set containing all elements of A that also belong to B or equivalently, all elements of B that also belong to A. Notation and terminology Intersection is written using the symbol "\cap" between the terms; that is, in infix notation. For example: \\cap\=\ \\cap\=\varnothing \Z\cap\N=\N \\cap\N=\ The intersection of more than two sets (generalized intersection) can be written as: \bigcap_^n A_i which is similar to capital-sigma notation. For an explanation of the symbols used in this article, refer to the table of mathematical symbols. Definition The intersection of two sets A and B, denoted by A \cap B, is the set of all objects that are members of both the sets A and B. In symbols: A \cap B = \. That is, x is an element of the intersection A \cap B if and only if x is both an element of A and an element of B. For example: * The intersection of the sets and is . * The number 9 is in t ...
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