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13

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 increasing the detailing of the mesh geometry? Human eyes cant actually see curvature except on the edges of objects. All they can do is approximate the smoothness and ...


5

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 keep the same position relative to that bone's position, and orientation (normal, tangent, bitangent aka the bone's local X,Y,Z axis) as the bone moves as ...


3

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 3D cityscapes, complete with buildings, terrain and even landscaping, from 45-degree aerial imagery and here it's a video of the feature. So we know that "...


2

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 right, though: because you've got alpha on the decreasing side, it's 90 degrees minus the desired angle.) You have to split that angle equally among all the ...


2

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 just needs to be translated and rotated a bit you can use instancing. Which lets you draw thousands of copies of a tree with a single draw call. The most ...


2

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 object at any point in space, which allows you to generate bevels correctly. They are difficult to calculate, though. You may also want to look into this paper ...


2

AssImp library may be a good choice for you, assuming you are using C++ ?. It supports a decent number of model formats.


1

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 viewing direction, $\vec{L}$ the incoming light direction and $\vec{R}$ the perfect specular reflection direction for $\vec{L}$, then the specular response is $\text{...


1

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 "height" you are in, it will be infinite. You can also add a restriction, like y > 0 to put a beginning to your hat.


1

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 are several bindings for C#. Some people find OpenGl simpler to understand than DirectX, and is cross platform. Unity uses C# as scripting language, the Unity ...


1

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 siffness for a paricular material. Now in the linear portion there is a direct relationship betwen these the material stffness is directly propotional to the ...


1

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 the screenshots according to the lookup table. But that would not result in some 3D data, but only segmented images where you can annotate the values. Another ...


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