Heuristic42
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Apr 13 at 0:25
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Hey there! Looking to save on energy costs? Look no further! …
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Apr 5 at 9:43
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If you look closely in the Bible, there are very specific warni…
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Mar 27 at 17:19
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Are you still in business? heuristic42.com
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Mar 25 at 4:59
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Hey There I tried calling your phone number but it was unsuc…
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Mar 5 at 15:39
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Hi, I hope this message finds you well. I'm reaching out to …
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Feb 7 at 5:45
Microsoft Natural Ergonomic 4000 Replacement
Thank you so much for sharing your thoughts here, it tells me e…
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Jan 28 at 23:31
Microsoft Natural Ergonomic 4000 Replacement
Oh man, I feel this post. Not sure if you've seen the "new" new…
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Jan 25 at 12:06
Matrices
Hi, Mark here. If it is ok for your business processes to be…
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Jan 20 at 3:11
Matrices
[deleted]
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anonymous
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Dec 21 '23
Route contention when running docker and a VPN
updating to latest
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admin
edited
Dec 21 '23
Route contention when running docker and a VPN
Things have improved since the original post. It may have been …
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pknowles
edited
Dec 21 '23
Route contention when running docker and a VPN
Things have improved since the original post. It may have been …
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anonymous
edited
Dec 21 '23
Route contention when running docker and a VPN
This have improved since the original post. It may have been up…
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anonymous
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Nov 24 '23
Matrices
[deleted]
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anonymous
edited
Sep 17 '23
Writing custom C++ containers, iterators and value references
Generic containers are awesome. 1. The effort required to wr…
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pknowles
created
Sep 17 '23
Writing custom C++ containers, iterators and value references
Generic containers are awesome. 1. The effort required to wr…
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pknowles
comment
Sep 15 '23
DerBard: Custom Split Mechanical Keyboard Prototype
Hey. Thanks for your interest! I've uploaded the files here, bu…
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pknowles
comment
Sep 13 '23
DerBard: Custom Split Mechanical Keyboard Prototype
Hi! Is it possible to get some models so I can also make it?
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anonymous
edited
Aug 14 '23
On docker stealing routes and breaking the internet
Boy this is frustrating. The internet just doesn't work with do…
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pknowles
edited
Aug 14 '23
On docker stealing routes and breaking the internet
Boy this is frustrating. The internet just doesn't work with do…
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pknowles
created
Aug 14 '23
On docker stealing routes and breaking the internet
Boy this is frustrating. The internet just doesn't work with do…
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pknowles
comment
Jul 13 '23
Matrices
[deleted]
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anonymous
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Jul 6 '23
Matrices
[deleted]
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anonymous
edited
Jun 19 '23
DerBard: Custom Split Mechanical Keyboard Prototype
![DerBard Cover Image][1] In my last post I presented my que…
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pknowles
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3D Geometry
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3D Rendering (Computer Graphics)
--- Cameras
--- Matrices
------ Projection Matrix
--- Vectors
--- 3D Geometry
------ triangle_meshes
--- Shading
------ Transparency and Alpha Blending
--- Lights
--- rasterization
------ Deep Image
--- Shadows
--- Vector Spaces
------ Tangent Space
------ Clip Space
--- rotations
--- images
------ mipmapping
--- materials
OpenGL Tutorials
--- Order Independent Transparency (OIT)
--- The Framebuffer
Pages About This Site
--- Contributing
--- Bugs
--- Why does this website exist?
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Geometry in computer graphics is a virtual description of a physical object. 3D geometry is mostly constructed from 2D surfaces, often made up of many *primitives* such as polygons, triangles in particular. [Triangle meshes are discussed in more detail here](/13/rendering/geometry/triangle_meshes/). Many geometry modelling packages allow defining smooth surfaces with splines, such as [NURBs](https://en.wikipedia.org/wiki/Non-uniform_rational_B-spline) which are then approximated with triangles for fast rendering. Solid objects can be created by defining a bounding surface (*boundary representation* in solid modelling). We generally only see light bouncing off the surface of objects, not light passing through them, and so a large part of computer graphics is finding the intersections between empty and solid space, i.e. surfaces, rather than dealing with the interior of solid geometry. In fact it is common to avoid rendering the inside of solid objects as they are never seen and surfaces are often one-sided. Even when the interior is important, for example when rendering glass, the important interaction of reflection and refraction happens at the surfaces. ![triangle mesh example][1] Voxels, like a 3D image, store a discretize representation of geometry, defining a regular grid of points in a 3D space as empty, solid or anything in-between. Voxels can describe properties of an object that change through the interior, for example different densities or colours. Directly rendering a grid based fluid simulation can be seen as voxel rendering. Memory requirements of voxels are typically high, although if only variation at the surfaces of objects are defined, called sparse voxels, some optimizations can be made. Voxels have some features giving competition to polygons. [![sparse voxels][2]](https://www.youtube.com/watch?v=gNZtx3ijjpo) Point clouds and particles are similar to voxels in some ways, although define properties at arbitrary points in 3D space, rather than on a regular grid. Point clouds as static geometry are often an input from 3D scanning devices, range finders and image processing. While they can be rendered directly, interpolating geometry between the points is difficult. Particles on the other hand are often animated and used as an inexpensive way to model "fuzzy" phenomenon such as smoke and fire. [![point cloud example][3]](http://www.labri.fr/perso/guenneba/Sqrt3PointCloudRefinement_eg05.php) [1]: /u/img/7862756b3b83.png [2]: /u/img/052342eaa5de.png [3]: /u/img/c02bd36a23c8.png
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