In 3D computer graphics, vectorized apparent representations are best accepted (bitmaps can be acclimated for appropriate purposes such as apparent texturing, height-field abstracts and bang mapping). At the low-end, simple meshes of polygons are acclimated to represent geometric detail in applications area alternate anatomy ante or artlessness are important. At the high-end, area one is accommodating to accommodation college apprehension times for added angel affection and precision, bland apparent representations such as Bézier patches, NURBS or Subdivision surfaces are used. One can, however, accomplish a bland apparent apprehension from a polygonal cobweb through the use of concealment algorithms such as Phong and Gouraud.
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