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3D Modeling for VR
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Level of Detail (LOD)
LOD is a technique that manages model complexity based on the viewer's distance, reducing the number of polygons for distant objects to save resources. In VR, LOD helps maintain high performance by optimizing resource usage without sacrificing visual quality.
Texture Baking
Texture baking is the process of pre-calculating lighting information and storing it in texture maps. This technique is used in VR to reduce the computational load by simulating complex lighting without real-time calculations.
Mipmapping
Mipmapping is a texture technique that uses pre-calculated, optimized sequences of images to improve rendering speeds and reduce aliasing. In VR, mipmapping helps to keep the virtual world looking sharp and clear while preventing performance issues.
Subdivision Surfaces
Subdivision surfaces are a means of creating smoothly curved surfaces by the refinement of polygon meshes. They are used in VR to smooth out objects, giving them a more natural appearance while being efficient to render.
Fragment Shaders
Fragment shaders calculate the color and other attributes of each pixel, allowing for the application of detailed effects and textures on 3D models. In VR, fragment shaders enable realistic material representations and environment interactions.
Collision Detection
Collision detection is the computational process of detecting physical interactions between objects in a virtual space. In VR, it is essential for realism and interactivity, allowing users to feel the constraints of the virtual world.
UV Mapping
UV mapping involves the placement of a 2D image texture onto a 3D model's surface. In VR, UV mapping ensures that textures are correctly applied to models for realism and immersion, often requiring optimization to maintain performance.
Rigging
Rigging is the process of creating a skeleton for a 3D model to enable animation. In VR, rigging allows for the creation of animate-able characters and objects, providing dynamic interactions within the virtual environment.
Vertex Shaders
Vertex shaders are programmable shaders that handle the processing of individual vertices, including their properties such as position, normals, and colors. In VR, they are used to dynamically transform 3D models, affecting their appearance and performance.
Volumetric Rendering
Volumetric rendering involves the creation of three-dimensional objects that are not surface-based but instead occupy a volume with density and properties. This is used in VR to create effects like fog, smoke, or fire, enhancing the immersive experience.
Procedural Generation
Procedural generation refers to the creation of data algorithmically rather than manually, often used for generating textures, landscapes, or levels. In VR, it offers the potential to create vast and unique virtual worlds efficiently.
Polygon Mesh
Polygon meshes are a collection of vertices, edges, and faces that define the shape of a polyhedral object in 3D computer graphics and solid modeling. In VR, these meshes are used to construct the virtual world, with detail and complexity manageable for real-time rendering.
Normals and Shading
Normals are perpendicular vectors to surfaces that influence how light reflects off an object, affecting its shading. In VR, accurate normals are crucial for realistic lighting and shading, contributing to the sense of depth and material properties.
Bump Mapping
Bump mapping is a texturing technique that simulates bumps and wrinkles on the surface of an object, enhancing the realism without increasing the polygon count. In VR, it allows for detailed surfaces that maintain performance.
Stereoscopic 3D
Stereoscopic 3D is a technique that creates the illusion of depth by presenting two offset images separately to each eye. In VR, this is a fundamental concept for achieving immersive and convincing virtual environments.
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