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16 votes
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Why smoothed meshes in 3D studio end up with the same number of vertices/triangles? How then can they be smoothed with the same geometry?

Smooth in this case just makes the surface normals at vertices point the same way, when interpolated it looks smooth. Meshsmooth would add vertices. 1) how is the smoothing possible without ...
joojaa's user avatar
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5 votes
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How does a rigged model work?

The magic is that the mesh is attached to the skeleton. In it's simplest form, this is done by assigning each vertex to a bone. When a vertex is assigned to a bone, that means that it will always ...
Alan Wolfe's user avatar
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3 votes

What algorithm(s) are behind Google Street View's 3d mapping mode?

Google said how in 2012, avoiding explaining too many details The never-ending quest for the perfect map ...new imagery rendering techniques and computer vision that let us automatically create ...
psicomante's user avatar
3 votes
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Most efficient way to render many OO meshes in OpenGL

Don't copy around huge chunks of data if you don't have to. I would delay collecting and building the final forest mesh for as long as possible. However when you have multiple of the same mesh that ...
ratchet freak's user avatar
2 votes

Bevel/Chamfer algorithm for arbitrary 3D mesh

You should look into Medial Axis Transform or Straight Skeletons. They are often used to generate the information you need to bevel things properly. They give you a distance from the bounds of your ...
user1118321's user avatar
  • 3,401
2 votes

Implement own Bend function

It's easy to work out if you consider not that case but the angle at v3 (if the "cube" were continued past v3). By the time you get to v3, the angle is simply the desired bend angle. (That's not quite ...
Dan Hulme's user avatar
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2 votes
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OpenGL Render front and back faces with different shading for 3d modeller

A fragment shader receives the gl_FrontFacing system-defined input value. It will be false if the fragment was generated from a ...
Nicol Bolas's user avatar
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2 votes
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How to handle quads?

It sounds like you want to know how to ray trace a bilinear surface patch. A quick search turned up this page by Ramsey, Potter & Hansen, which includes a paper and, probably better still, source ...
Simon F's user avatar
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2 votes
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Purpose and workflow of wireframe models

Why are wireframes used? Games don't really use wireframes much, but they might be useful for HUD items etc. Asset creators, designers and engineers use wireframes to see whats inside objects. TO ...
joojaa's user avatar
  • 8,397
2 votes

Purpose and workflow of wireframe models

Regarding wireframes as an edge list. Wireframe models are used in engineering and CAD they provide several benefits. The Wikipedia page you linked has some benefits, this AutoCAD page has some more. ...
pmw1234's user avatar
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2 votes
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Path Tracer - Model loading Libraries?

AssImp library may be a good choice for you, assuming you are using C++ ?. It supports a decent number of model formats.
PaulHK's user avatar
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1 vote

How to apply a linear transformation to gltf data

When transforming normal vectors we have to be careful to check that the transform itself is equal to its own inverse transpose. Or just do an inverse transpose on the matrix. This is usually the case,...
pmw1234's user avatar
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1 vote

Technology for specific project 3d in c#?

I have done 3D graphics in c# with Managed DirectX. Nowadays people uses SharpDX and SlimDX instead. I have heard about XNA is easier for doing simple 3D games. You can also use OpenGl since there ...
Mauricio Cele Lopez Belon's user avatar
1 vote
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Hooke's Law vector form

If we sidestep your typo (the last term has one absolute too much), both formulations are correct. They just express different things. The $k$ in Hooke's law is for a particular spring. $k_s$ is the ...
joojaa's user avatar
  • 8,397
1 vote

Which geometry file format is the most similar to our geometry file format?

Easiest is probably OBJ or PLY. But can not really dump material info like you want. But you could encode it in a per face value. Both formats use similar windup rules to yours. Step (.STP) is out of ...
joojaa's user avatar
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1 vote
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Why are these 2 buffers joint while extracting glTF information?

The accessor (model.accessors[accessor_index]) has its own byteOffset and count values that ...
emackey's user avatar
  • 369
1 vote

Vertices, Vertex Normals and Face Normals

I'm not familiar with the exact nuances of the STL format, but here are some answers on general computer graphics principles: In the source file, the Vertex Normals are specified and in the ...
Kevin Reid's user avatar
1 vote

Wondering if it's possible to 'extend' a texture beyond the mesh without altering the mesh itself

Textures are applied to the faces of a mesh, so textures cannot be anywhere there isn't a face for it to appear on. "Adding more length" to a mesh pretty much implies moving some of the ...
Nathan Reed's user avatar
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1 vote

Export Model Textures Per Face

Since UV coordinates are per a vertex this can be done by simply displaying the 2D UV coords in screen space and texture the resulting triangles using the same texture coords. Since UV coords are ...
pmw1234's user avatar
  • 3,030
1 vote
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How does the Modified Phong Lighting Model from the Phong Lighting Model?

The Phong lighting model computes the specular response as the dot product between the mirror reflection direction and the viewing direction, raised to a power. For example, if $\vec{V}$ is the ...
sriravic's user avatar
  • 126
1 vote

Infinitely long 3D model

You can render with a raymarcher and using distance fields. For the hat you would define the center and radius of the cylinder, and would draw any march which falls within such circle, no matter what "...
Nadir's user avatar
  • 257
1 vote
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How to convert image results into data?

I think getting the real data with high precision is not easy without some API. The first idea would be just to manually use some color based selection tool that you can tell to select all areas in ...
Dragonseel's user avatar
  • 1,810
1 vote

Why smoothed meshes in 3D studio end up with the same number of vertices/triangles? How then can they be smoothed with the same geometry?

I can see two ways of doing "smoothing". The first one is smoothing what's mostly related to the appearance (in your case the normals). The other way is smoothing the geometry itself. In the ...
user8469759's user avatar

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