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Sometimes the subroutines that draw the corresponding objects are called "geometric primitives" as well.
Geometric primitives that now fall completely outside of the viewing frustum will not be visible and are discarded at this stage.
The game's graphics consist mainly of geometric primitives.
These editors generally provide geometric primitives as well as digital images; and some even support procedural models.
For example, it supports a variety of geometric primitives, including polygon meshes and Bezier curves.
Therefore, any geometric primitives that are provided by the editor are immediately converted to pixels and painted onto the canvas.
Comprehensive set of geometric primitives:
For typical rendering applications, the scene contains many fewer elements (e.g. geometric primitives) than image pixels.
Extended display subset functionality to allow rendering of geometric primitives, writing to the same display variable, to different images.
An operator could assemble a scene out of geometric primitives or custom extruded or lathed objects.
Commonly used geometric primitives include:
In this way only a frame buffer for the current bucket and the high-level descriptions of all geometric primitives must be maintained in memory.
All of the geometric primitives described in the specification, and provide all of the standard primitive variables applicable to each primitive.
Both APIs take the form of a stack-based state machine with (conceptually) immediate rendering of geometric primitives.
Routines for drawing a number of geometric primitives (both in solid and wireframe mode) are also provided, including cubes, spheres and the Utah teapot.
The concept of micropolygons was developed within the Reyes algorithm, in which geometric primitives are tessellated at render time into a rectangular grid of tiny, four-sided polygons.
The detail can be made from simple geometric primitives (such as cylinders, cubes, and rectangles), or more complex shapes, such as pieces of machinery (sprockets, cables, tanks).
In addition, it also supports Geometry Shaders, which operate on entire geometric primitives (points, lines, and triangles), and can allow calculations based on adjacent primitives as well.
Display Objects: These render data-driven visualization components (e.g., 3D models, geometric primitives, ESRI shapefiles, etc.) arranged in a scene graph.
Supported geometric primitives include polygons, subdivision surfaces, and trimmed free-form surfaces such as NURBS, Bézier, and Taylor monomial.
How does one go about proving that a sequence of projective transformations on an object (more precisely on the geometric primitives that form the object) does really have the intended effect in the real-world?
It is also possible to reduce the size of the output by using indexed geometric primitives, i.e. create an array of 2D vertices and specify lines or polygons with short integer offsets into the array.
The proliferating brood rotated around the center screen, geometric primitives ballroom-dancing in precise formation, each sprouting smaller triangles from its tips, fractalizing, rotating, evolving into an infinite, intricate tilework... A sketchpad, I realized.
Support for a variety of geometric primitives, including polygon meshes, fast subdivision surface modeling, Bezier curves, NURBS surfaces, metaballs, multi-res digital sculpting (including maps baking, remeshing, resymetrize, decimation.
Currently, with the integration of touch sensors, the robots first acquire a random data point; the algorithm of the robot will then determine the ideal position of the next measurement according to a set of predefined geometric primitives.