Αποτελέσματα Αναζήτησης
In constructive solid geometry, primitives are simple geometric shapes such as a cube, cylinder, sphere, cone, pyramid, torus. Modern 2D computer graphics systems may operate with primitives which are curves (segments of straight lines, circles and more complicated curves), as well as shapes (boxes, arbitrary polygons, circles).
Primitive operations. •Is a polygon simple? •Is a point inside a polygon? •Do two line segments intersect? •What is Euclidean distance between two points? •Given three points p 1, p 2, p 3, is p 1!p 2!p 3 a counterclockwise turn? Other geometric shapes. •Triangle, rectangle, circle, sphere, cone, …
9 Ιαν 2022 · Geometry Primitives: 3D Points, Lines, Planes, and Depth. Along with these basic primitive shapes, some consider generic geometry to be "primitive" modeling elements. Points are a single iota, a position on the field. Lines are the spans between two points. Planes are any region enclosed by at least three points and lines.
The most common solid primitives are (a) box, (b) sphere, (c) cylinder, (d) cone, (e) torus, (f) wedge, and (g) pyramid. 4.58 Match the top and front views shown here with the primitives shown in Figure 4.57. Look around and identify some solid primitives that make up the shapes you see.
This chapter presents basic geometric and topological operations of geometric primitives in the form of level-set functions. It starts with the formulations of geometric transformations of a single level-set function, including translation, rotation, scaling, twisting, sweeping, and polynomial operations.
Sections 9.2–9.7 cover a number of specific important geometric primitives, including methods for representing those primitives and some classic properties and operations. Along the way, we'll present a few C++ snippets.
Polygonal nets (e.g. triangulation), is the most common representation for rendering objects. Alternatives: finite elements (FEM), constructive solid geometry (CSG), boundary representation (B-rep), implicit surfaces (isosurfaces), surface elements (surfels = points + normals), ...