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Vertex (computer graphics) : ウィキペディア英語版 | Vertex (computer graphics)
A vertex (plural vertices) in computer graphics is a data structure that describes certain attributes, like the position of a point in 2D or 3D space. Display objects are composed of arrays of flat surfaces (typically triangles) and vertices define the location and other attributes of the corners of the surfaces. The attributes can represent pretty much anything, e.g. temperature, velocity or direction. ==Application to object models== In computer graphics, objects are most-often represented as triangulated polyhedra. Non triangular surfaces can be converted to an array of triangles through tessellation. The vertices of triangles are associated not only with position but also with other graphical attributes used to render the object correctly. Such attributes can include color at the vertex point, reflectance of the surface at the vertex, textures of the surface at the vertex, and the normal of an approximated curved surface at the location of the vertex. These properties are used in rendering by a vertex shader or vertex pipeline. The normal can be used to determine a surface's orientation toward a light source for flat shading using Lambert's cosine law, or the orientation of each of the vertices to mimic a curved surface with Phong shading.
抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Vertex (computer graphics)」の詳細全文を読む
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