Geometry processingGeometry processing, or mesh processing, is an area of research that uses concepts from applied mathematics, computer science and engineering to design efficient algorithms for the acquisition, reconstruction, analysis, manipulation, simulation and transmission of complex 3D models. As the name implies, many of the concepts, data structures, and algorithms are directly analogous to signal processing and .
Mean curvature flowIn the field of differential geometry in mathematics, mean curvature flow is an example of a geometric flow of hypersurfaces in a Riemannian manifold (for example, smooth surfaces in 3-dimensional Euclidean space). Intuitively, a family of surfaces evolves under mean curvature flow if the normal component of the velocity of which a point on the surface moves is given by the mean curvature of the surface. For example, a round sphere evolves under mean curvature flow by shrinking inward uniformly (since the mean curvature vector of a sphere points inward).
Fibré cotangentEn géométrie différentielle, le fibré cotangent associé à une variété différentielle M est le fibré vectoriel T*M de son fibré tangent TM : en tout point m de M, l' est défini comme l'espace dual de l'espace tangent : Les sections lisses du fibré cotangent sont les 1-formes différentielles, l'une d'entre elles étant remarquable et appelée 1-forme tautologique (ou 1-forme de Poincaré, ou 1-forme de Liouville, ou 1-forme canonique, ou potentiel symplectique). Sa dérivée extérieure donne une 2-forme symplectique canonique.
Cotangent spaceIn differential geometry, the cotangent space is a vector space associated with a point on a smooth (or differentiable) manifold ; one can define a cotangent space for every point on a smooth manifold. Typically, the cotangent space, is defined as the dual space of the tangent space at , , although there are more direct definitions (see below). The elements of the cotangent space are called cotangent vectors or tangent covectors. All cotangent spaces at points on a connected manifold have the same dimension, equal to the dimension of the manifold.
Curve-shortening flowIn mathematics, the curve-shortening flow is a process that modifies a smooth curve in the Euclidean plane by moving its points perpendicularly to the curve at a speed proportional to the curvature. The curve-shortening flow is an example of a geometric flow, and is the one-dimensional case of the mean curvature flow. Other names for the same process include the Euclidean shortening flow, geometric heat flow, and arc length evolution. As the points of any smooth simple closed curve move in this way, the curve remains simple and smooth.
Mesh (objet)Un en ou maillage est un objet tridimensionnel constitué de sommets, d'arêtes et de faces organisés en polygones sous forme de fil de fer dans une infographie tridimensionnelle. Les faces se composent généralement de triangles, de quadrilatères ou d'autres polygones convexes simples, car cela simplifie le rendu. Les faces peuvent être combinées pour former des polygones concaves plus complexes, ou des polygones avec des trous. L'étude des en fait partie importante de l'infographie tridimensionnelle.
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, 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.
RiggingLe squelettage ou en est un procédé en qui dote un objet à animer d'un squelette profond mobile qui déformera son maillage (mesh) de surface. Il s'agit pour le modélisateur et l'animateur de choisir les endroits où seront placés les axes de rotations, afin de permettre les mouvements désirés (bielle de locomotive à vapeur, pistons d'un moteur à combustion interne, rotules et coudes d'un personnage, etc.).
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.
ShaderUn shader ou nuanceur (le mot est issu du verbe anglais to shade pris dans le sens de « nuancer ») est un programme informatique, utilisé en , pour paramétrer une partie du processus de rendu réalisé par une carte graphique ou un moteur de rendu logiciel. Il sert à décrire l'absorption et la diffusion de la lumière, la à utiliser, les réflexions et réfractions, l'ombrage, le déplacement de primitives et des effets post-traitement.
Mesh generationMesh generation is the practice of creating a mesh, a subdivision of a continuous geometric space into discrete geometric and topological cells. Often these cells form a simplicial complex. Usually the cells partition the geometric input domain. Mesh cells are used as discrete local approximations of the larger domain. Meshes are created by computer algorithms, often with human guidance through a GUI , depending on the complexity of the domain and the type of mesh desired.
Computer representation of surfacesIn technical applications of 3D computer graphics (CAx) such as computer-aided design and computer-aided manufacturing, surfaces are one way of representing objects. The other ways are wireframe (lines and curves) and solids. Point clouds are also sometimes used as temporary ways to represent an object, with the goal of using the points to create one or more of the three permanent representations. If one considers a local parametrization of a surface: then the curves obtained by varying u while keeping v fixed are coordinate lines, sometimes called the u flow lines.
Arnoldi iterationIn numerical linear algebra, the Arnoldi iteration is an eigenvalue algorithm and an important example of an iterative method. Arnoldi finds an approximation to the eigenvalues and eigenvectors of general (possibly non-Hermitian) matrices by constructing an orthonormal basis of the Krylov subspace, which makes it particularly useful when dealing with large sparse matrices. The Arnoldi method belongs to a class of linear algebra algorithms that give a partial result after a small number of iterations, in contrast to so-called direct methods which must complete to give any useful results (see for example, Householder transformation).