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  1. Sep 19, 2012 · However, I would like to know if triangles are merely a convenient way of storing and manipulating 3D data (simpler maths regarding interpolation, etc), or if there is a hardware limitation in the graphics card that only realistically allows the rendering of triangles (e.g. instructions that can essentially ONLY be applied to triangles).

    • Introduction to Geometry For Computer Graphics
    • Points
    • Curves
    • 2D Shapes
    • Transformations
    • Conclusion

    In this article we're going to look at some of the basic geometric constructs we commonly use in computer graphics, with an emphasis on those for real-time graphics and games. Geometry is a large and exciting topic, but we're only going to touch on a few interesting aspects in this intro article. When we're making a CG scene, be it for a game or an...

    Points are the fundamental building block for meshes and are very important in how we define geometry that is destined for the graphics card.

    Curves are very important for computer graphics. Some 3D modelling operations rely on them. You'll see them in 2D vector or raster graphics libraries and programs (E.g. Inkscape, Illustrator, Photoshop). Curves are also very important for things like animation. They are used to define the motion paths for objects and cameras, to describe how their ...

    There are various different 2D shapes and properties that we could discuss, but these are mostly early maths concepts and I want to point out a few issues with polygons and triangles. For lines, or specifically line segments, we took the concept of a point and connected two of them together. The whole idea of 2D shapes is that we extend this furthe...

    Once we have defined a set of shapes, it's usual to want to move them around in some way. It's worth looking at some definitions and classifications before we look at the maths for these transforms:

    This article has been a gentle introduction to some exciting geometric concepts in computer graphics. We've barely scratched the surface of the topic but already there are some important points I suggest you take away: 1. We use a position vector to define a vertex (a point in space). 2. Triangles are great. You gotta love triangles. We use three v...

  2. \$\begingroup\$ +1 Because is an answer I can safely use as reference when somebody ask me the same thing, to my bookmarks. Only say that, I always have thought that the reason triangles are the small possible primitive is because with the imprecision of float point arithmetic, tris are the only safe polygon you can guarantee to be planar in all cases, with quads you cannot guarantee they will ...

  3. Jan 10, 2016 · To provide a bit of context — the non-planar polygons (e.g. quads, pentagons, ...) are either present in the mesh I load or appear as a result of applying a subdivision scheme (such as Catmull-Clark) to the mesh. In case of a triangle mesh, I'm aware of the following approaches to implement flat shading —. Compute the cross product of dFdx ...

  4. A shape with more than 3 corners can be a weird shape where you start scanning from the left, hit a gap and have to resume the line further along. This is a concave shape. This requires far more complicated (and slow) logic to take into account, and is the main reason why all GPUs work in triangles (you can actually define non-triangle shapes, but deep down the GPU just breaks them into ...

  5. Quadrangles. In the early days of computer graphics some of the hardware at the time actually natively drew quadrilaterals instead of triangles. The Sega Saturn, and model 1,2,3 arcade machines, as well as the Nvidia NV1 I believe drew natively draw this polygon type. Quads have some advantages over triangles, they are a lot easier to model.

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  7. 3D graphics are made of polygons. As the simplest polygon, the bulk of them are triangles, but they’re not all triangles. A square is a very specific type of polygon with four equal sides and four right angles, so it’s not all that useful because it’s so specific. More generic four-sided polygons will absolutely appear in 3D modeling. 11 ...

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