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, or multiple points on a surface.
3D models are most often represented as triangulated polyhedra forming a triangle mesh. Non-triangular surfaces can be converted to an array of triangles through tessellation. Attributes from the vertices are typically interpolated across mesh surfaces.
The vertices of triangles are associated not only with spatial position but also with other values used to render the object correctly. Most attributes of a vertex represent vectors in the space to be rendered. These vectors are typically 1 (x), 2 (x, y), or 3 (x, y, z) dimensional and can include a fourth homogeneous coordinate (w). These values are given meaning by a material description. In realtime rendering these properties are used by a vertex shader or vertex pipeline.
This page is automatically generated and may contain information that is not correct, complete, up-to-date, or relevant to your search query. The same applies to every other page on this website. Please make sure to verify the information with EPFL's official sources.
This course is an introduction to linear and discrete optimization.Warning: This is a mathematics course! While much of the course will be algorithmic in nature, you will still need to be able to p
The students learn the theory and practice of basic concepts and techniques in algorithms. The course covers mathematical induction, techniques for analyzing algorithms, elementary data structures, ma
The course is about the derivation, theoretical analysis and implementation of the finite element method for the numerical approximation of partial differential equations in one and two space dimens
In computer graphics, tessellation is the dividing of datasets of polygons (sometimes called vertex sets) presenting objects in a scene into suitable structures for rendering. Especially for real-time rendering, data is tessellated into triangles, for example in OpenGL 4.0 and Direct3D 11. A key advantage of tessellation for realtime graphics is that it allows detail to be dynamically added and subtracted from a 3D polygon mesh and its silhouette edges based on control parameters (often camera distance).
Skeletal animation or rigging is a technique in computer animation in which a character (or other articulated object) is represented in two parts: a surface representation used to draw the character (called the mesh or skin) and a hierarchical set of interconnected parts (called bones, and collectively forming the skeleton or rig), a virtual armature used to animate (pose and keyframe) the mesh.
We extend the quasiparticle self-consistent approach beyond the GW approximation by using a range separated vertex function. The developed approach yields band gaps, dielectric constants, and band positions with an accuracy similar to highest-level electro ...
2021
,
A method for enforcing smoothness constraints on surface meshes produced by a Graph Convolutional Neural Network (GCNN) including the steps of reading image data from a memory, the image data including two-dimensional image data representing a three-dimens ...
2023
, , , ,
In this paper, we tackle the problem of static 3D cloth draping on virtual human bodies. We introduce a two-stream deep network model that produces a visually plausible draping of a template cloth on virtual 3D bodies by extracting features from both the b ...