This step is used in polygon-based rendering, where objects are broken down from abstract representations (" primitives") such as spheres, cones etc., to so-called meshes, which are nets of interconnected triangles. The process of transforming representations of objects, such as the middle point coordinate of a sphere and a point on its circumference into a polygon representation of a sphere, is called tessellation. Level sets are a useful representation for deforming surfaces which undergo many topological changes such as fluids. Polygonal meshes (and to a lesser extent subdivision surfaces) are by far the most common representation. In a shell model of a cube, the bottom and top surface of the cube must have a uniform thickness with no holes or cracks in the first and last layer printed. Shell models must be manifold (having no holes or cracks in the shell) to be meaningful as a real object. Differences between them are mostly variations in the way they are created and edited and conventions of use in various fields and differences in types of approximations between the model and reality. Solid and shell modeling can create functionally identical objects. Almost all visual models used in games and film are shell models. the boundary of the object, not its volume (like an infinitesimally thin eggshell).
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