3D graphics eBook - Course Materials Repository
3D graphics eBook - Course Materials Repository
3D graphics eBook - Course Materials Repository
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UVW mapping 225<br />
UVW mapping<br />
UVW mapping is a mathematical technique for coordinate mapping. In computer <strong>graphics</strong>, it is most commonly a<br />
to map, suitable for converting a 2D image (a texture) to a three dimensional object of a given topology.<br />
"UVW", like the standard Cartesian coordinate system, has three dimensions; the third dimension allows texture<br />
maps to wrap in complex ways onto irregular surfaces. Each point in a UVW map corresponds to a point on the<br />
surface of the object. The graphic designer or programmer generates the specific mathematical function to<br />
implement the map, so that points on the texture are assigned to (XYZ) points on the target surface. Generally<br />
speaking, the more orderly the unwrapped polygons are, the easier it is for the texture artist to paint features onto the<br />
texture. Once the texture is finished, all that has to be done is to wrap the UVW map back onto the object, projecting<br />
the texture in a way that is far more flexible and advanced, preventing graphic artifacts that accompany more<br />
simplistic texture mappings such as planar projection. For this reason, UVW mapping is commonly used to texture<br />
map non-platonic solids, non-geometric primitives, and other irregularly-shaped objects, such as characters and<br />
furniture.<br />
External links<br />
• UVW Mapping Tutorial [1]<br />
References<br />
[1] http:/ / oman3d. com/ tutorials/ 3ds/ texture_stealth/<br />
Vertex<br />
In geometry, a vertex (plural vertices) is a special kind of point that describes the corners or intersections of<br />
geometric shapes.<br />
Definitions<br />
Of an angle<br />
The vertex of an angle is the point where two rays begin or meet,<br />
where two line segments join or meet, where two lines intersect<br />
(cross), or any appropriate combination of rays, segments and lines that<br />
result in two straight "sides" meeting at one place.<br />
Of a polytope<br />
A vertex is a corner point of a polygon, polyhedron, or other higher<br />
dimensional polytope, formed by the intersection of edges, faces or<br />
facets of the object: a vertices''''''''''''''''facts.<br />
In a polygon, a vertex is called "convex" if the internal angle of the<br />
polygon, that is, the angle formed by the two edges at the vertex, with<br />
A vertex of an angle is the endpoint where two<br />
line segments or lines come together.<br />
the polygon inside the angle, is less than π radians; otherwise, it is called "concave" or "reflex". More generally, a<br />
vertex of a polyhedron or polytope is convex if the intersection of the polyhedron or polytope with a sufficiently<br />
small sphere centered at the vertex is convex, and concave otherwise.