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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. 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 polygon, usually done by "programmatically" copying a triangular piece of the image map and pasting it onto a triangle on the object.Murdock, K.L. (2008). 3ds Max 2009 Bible. 1st ed. Indianapolis, Indiana: Wiley Publishing, Inc. UV texturing is an alte ...
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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 Pro ...
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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 Swiss el ...
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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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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, the ...
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Polygon Mesh
In 3D computer graphics and solid modeling, a polygon mesh is a collection of , s and s that defines the shape of a polyhedral object. The faces usually consist of triangles ( triangle mesh), quadrilaterals (quads), or other simple convex polygons (n-gons), since this simplifies rendering, but may also be more generally composed of concave polygons, or even polygons with holes. The study of polygon meshes is a large sub-field of computer graphics (specifically 3D computer graphics) and geometric modeling. Different representations of polygon meshes are used for different applications and goals. The variety of operations performed on meshes may include: Boolean logic (Constructive solid geometry), smoothing, simplification, and many others. Algorithms also exist for ray tracing, collision detection, and rigid-body dynamics with polygon meshes. If the mesh's edges are rendered instead of the faces, then the model becomes a wireframe model. Volumetric meshes are dis ...
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NURBS
Non-uniform rational basis spline (NURBS) is a mathematical model using B-spline, basis splines (B-splines) that is commonly used in computer graphics for representing curves and Surface (mathematics), surfaces. It offers great flexibility and precision for handling both analytic (defined by common mathematical formulae) and 3D modeling, modeled shapes. It is a type of 3D modeling#Process, curve modeling, as opposed to polygonal modeling or digital sculpting. NURBS curves are commonly used in computer-aided design (CAD), Computer-aided manufacturing, manufacturing (CAM), and Computer-aided engineering, engineering (CAE). They are part of numerous industry-wide standards, such as IGES, ISO 10303, STEP, ACIS, and PHIGS. Tools for creating and editing NURBS surfaces are found in various 3D computer graphics software, 3D graphics and 3D Animation, animation software packages. They can be efficiently handled by computer programs yet allow for easy human interaction. NURBS surfaces are ...
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Mesh Parameterization
Given two surfaces with the same topology, a bijective mapping between them exists. On triangular mesh surfaces, the problem of computing this mapping is called mesh parameterization. The parameter domain is the surface that the mesh is mapped onto. Parameterization was mainly used for mapping textures to surfaces. Recently, it has become a powerful tool for many applications in mesh processing. Various techniques are developed for different types of parameter domains with different parameterization properties. Applications * Texture mapping * Normal mapping * Detail transfer * Morphing * Mesh completion * Mesh Editing * Mesh Databases * Remeshing * Surface fitting Techniques * Barycentric Mappings * Differential Geometry Primer * Non-Linear Methods Implementations A fast and simple stretch-minimizing mesh parameterization ABF++, LSCM, Spectral LSCM Linear discrete conformal parameterizationBoundary First FlatteningScalable Locally Injective Mappings See also * Param ...
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Least Squares Conformal Map
A Least squares conformal map (LSCM) is a 2-D representation of a 3-D shape created using the Least Squares Conformal Mapping Method. By using the map as a guide when creating a new 2-D image, the colors of the 2-D image can be applied to the original 3-D model. LSCM is used in computer graphics as a method of producing a UV map from a polygonal mesh to a texture map such that the shape of the polygons as mapped to the texture is relatively undistorted. See also * Conformal map In mathematics, a conformal map is a function that locally preserves angles, but not necessarily lengths. More formally, let U and V be open subsets of \mathbb^n. A function f:U\to V is called conformal (or angle-preserving) at a point u_0\in ... * UV mapping External links Least Squares Conformal Maps for Automatic Texture Atlas Generation ACM SIGGRAPH conference proceedings, 2002 Computer graphics data structures {{Compu-graphics-stub ...
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Geodesic
In geometry, a geodesic () is a curve representing in some sense the shortest path ( arc) between two points in a surface, or more generally in a Riemannian manifold. The term also has meaning in any differentiable manifold with a connection. It is a generalization of the notion of a " straight line". The noun '' geodesic'' and the adjective '' geodetic'' come from ''geodesy'', the science of measuring the size and shape of Earth, though many of the underlying principles can be applied to any ellipsoidal geometry. In the original sense, a geodesic was the shortest route between two points on the Earth's surface. For a spherical Earth, it is a segment of a great circle (see also great-circle distance). The term has since been generalized to more abstract mathematical spaces; for example, in graph theory, one might consider a geodesic between two vertices/nodes of a graph. In a Riemannian manifold or submanifold, geodesics are characterised by the property of having ...
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Cartographic Projection
In cartography, map projection is the term used to describe a broad set of transformations employed to represent the two-dimensional curved surface of a globe on a plane. In a map projection, coordinates, often expressed as latitude and longitude, of locations from the surface of the globe are transformed to coordinates on a plane. Projection is a necessary step in creating a two-dimensional map and is one of the essential elements of cartography. All projections of a sphere on a plane necessarily distort the surface in some way and to some extent. Depending on the purpose of the map, some distortions are acceptable and others are not; therefore, different map projections exist in order to preserve some properties of the sphere-like body at the expense of other properties. The study of map projections is primarily about the characterization of their distortions. There is no limit to the number of possible map projections. More generally, projections are considered in several f ...
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