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3D
Basics
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| Primitives Common geometrical forms which are used as 3 D building blocks to make more complex shapes. Proxy An approximation of the skeletal structure of the model without all the wireframe details. PiXELS3D uses this feature to shorten redrawing time as changes are made to the model. Renderer A computer program that can calculate a final image from the geometry, shading and lighting of a model stored in digital form. Rendering The process of computing the final appearance of an image based on the geometry, shading and lighting of a model stored in digital form. Rendering translates bits in a computer into pictures we can see. Reshape Modifications and alterations to a model that affect its geometry. RIB RenderMan Interface Bytestream protocol. The format generated and required by MacRenderMan to render an image. Screen refresh Redrawing the screen image after changes have been made. Selecting (Not picking)Command-clicking on an object. It makes the object active. Shader A computer program that calculates the appearance of any visible object based on such parameters as color, roughness, transparency, etc.. Spline A curve that is defined by four control points. Subdivision The division of surface polygons into smaller polygons to create a smoother finished appearance of an object. Surface Normal A vector perpendicular to the plane of every surface polygon used by the computer to calculate brightness, highlights, reflections, and distortions of the model. Symmetry Changes to a model which affect the shape along the X and Y axis equally. Texture mapping A two-dimensional pattern applied to or wrapped around the surface of a three-dimensional computer-generated model. |
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