3D modelingIn 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of any surface of an object (inanimate or living) in three dimensions via specialized software by manipulating edges, vertices, and polygons in a simulated 3D space. Three-dimensional (3D) models represent a physical body using a collection of points in 3D space, connected by various geometric entities such as triangles, lines, curved surfaces, etc.
BisectionIn geometry, bisection is the division of something into two equal or congruent parts (having the same shape and size). Usually it involves a bisecting line, also called a 'bisector'. The most often considered types of bisectors are the 'segment bisector' (a line that passes through the midpoint of a given segment) and the 'angle bisector' (a line that passes through the apex of an angle, that divides it into two equal angles). In three-dimensional space, bisection is usually done by a bisecting plane, also called the 'bisector'.
Solid modelingSolid modeling (or solid modelling) is a consistent set of principles for mathematical and computer modeling of three-dimensional shapes (solids). Solid modeling is distinguished within the broader related areas of geometric modeling and computer graphics, such as 3D modeling, by its emphasis on physical fidelity. Together, the principles of geometric and solid modeling form the foundation of 3D-computer-aided design and in general support the creation, exchange, visualization, animation, interrogation, and annotation of digital models of physical objects.
Polygonal modelingIn 3D computer graphics, polygonal modeling is an approach for modeling objects by representing or approximating their surfaces using polygon meshes. Polygonal modeling is well suited to scanline rendering and is therefore the method of choice for real-time computer graphics. Alternate methods of representing 3D objects include NURBS surfaces, subdivision surfaces, and equation-based (implicit surface) representations used in ray tracers. The basic object used in mesh modeling is a vertex, a point in three-dimensional space.
IncenterIn geometry, the incenter of a triangle is a triangle center, a point defined for any triangle in a way that is independent of the triangle's placement or scale. The incenter may be equivalently defined as the point where the internal angle bisectors of the triangle cross, as the point equidistant from the triangle's sides, as the junction point of the medial axis and innermost point of the grassfire transform of the triangle, and as the center point of the inscribed circle of the triangle.
3D computer graphics3D computer graphics, sometimes called CGI, 3D-CGI or three-dimensional , are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering , usually s but sometimes s. The resulting images may be stored for viewing later (possibly as an animation) or displayed in real time. 3D computer graphics, contrary to what the name suggests, are most often displayed on two-dimensional displays.
Straightedge and compass constructionIn geometry, straightedge-and-compass construction – also known as ruler-and-compass construction, Euclidean construction, or classical construction – is the construction of lengths, angles, and other geometric figures using only an idealized ruler and a pair of compasses. The idealized ruler, known as a straightedge, is assumed to be infinite in length, have only one edge, and no markings on it. The compass is assumed to have no maximum or minimum radius, and is assumed to "collapse" when lifted from the page, so may not be directly used to transfer distances.
Concurrent linesIn geometry, lines in a plane or higher-dimensional space are concurrent if they intersect at a single point. They are in contrast to parallel lines. In a triangle, four basic types of sets of concurrent lines are altitudes, angle bisectors, medians, and perpendicular bisectors: A triangle's altitudes run from each vertex and meet the opposite side at a right angle. The point where the three altitudes meet is the orthocenter. Angle bisectors are rays running from each vertex of the triangle and bisecting the associated angle.