Wire-frame model in the context of "Volumetric mesh"

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⭐ Core Definition: Wire-frame model

In 3D computer graphics, a wire-frame model (also spelled wireframe model) is a visual representation of a three-dimensional (3D) physical object. It is based on a polygon mesh or a volumetric mesh, created by specifying each edge of the physical object where two mathematically continuous smooth surfaces meet, or by connecting an object's constituent vertices using (straight) lines or curves.

The object is projected into screen space and rendered by drawing lines at the location of each edge. The term "wire frame" comes from designers using metal wire to represent the three-dimensional shape of solid objects. 3D wireframe computer models allow for the construction and manipulation of solids and solid surfaces. 3D solid modeling efficiently draws higher quality representations of solids than conventional line drawing.

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Wire-frame model in the context of Necker cube

The Necker cube is an optical illusion that was first published as a rhomboid in 1832 by Swiss crystallographer Louis Albert Necker. It is a simple wire-frame, two dimensional drawing of a cube with no visual cues as to its orientation, so it can be interpreted to have either the lower-left or the upper-right square as its front side.

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Wire-frame model in the context of Computer representation of surfaces

In 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.

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Wire-frame model in the context of Polygon mesh

In 3D computer graphics and solid modeling, a polygon mesh is a collection of vertices, edges and faces that defines the shape of a polyhedral object's surface. It simplifies rendering, as in a wire-frame model. The faces usually consist of triangles (triangle mesh), quadrilaterals (quads), or other simple convex polygons (n-gons). A polygonal mesh may also be more generally composed of concave polygons, or even polygons with holes.

The study of polygon meshes is a large sub-field of computer graphics (specifically 3D computer graphics) and geometric modeling. Different representations of polygon meshes are used for different applications and goals. The variety of operations performed on meshes includes Boolean logic (Constructive solid geometry), smoothing, and simplification. Algorithms also exist for ray tracing, collision detection, and rigid-body dynamics with polygon meshes. If the mesh's edges are rendered instead of the faces, then the model becomes a wireframe model.

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Wire-frame model in the context of Mathematics and art

Mathematics and art are related in a variety of ways. Mathematics has itself been described as an art motivated by beauty. Mathematics can be discerned in arts such as music, dance, painting, architecture, sculpture, and textiles. This article focuses, however, on mathematics in the visual arts.

Mathematics and art have a long historical relationship. Artists have used mathematics since the 4th century BC when the Greek sculptor Polykleitos wrote his Canon, prescribing proportions conjectured to have been based on the ratio 1:2 for the ideal male nude. Persistent popular claims have been made for the use of the golden ratio in ancient art and architecture, without reliable evidence. In the Italian Renaissance, Luca Pacioli wrote the influential treatise De divina proportione (1509), illustrated with woodcuts by Leonardo da Vinci, on the use of the golden ratio in art. Another Italian painter, Piero della Francesca, developed Euclid's ideas on perspective in treatises such as De Prospectiva Pingendi, and in his paintings. The engraver Albrecht Dürer made many references to mathematics in his work Melencolia I. In modern times, the graphic artist M. C. Escher made intensive use of tessellation and hyperbolic geometry, with the help of the mathematician H. S. M. Coxeter, while the De Stijl movement led by Theo van Doesburg and Piet Mondrian explicitly embraced geometrical forms. Mathematics has inspired textile arts such as quilting, knitting, cross-stitch, crochet, embroidery, weaving, Turkish and other carpet-making, as well as kilim. In Islamic art, symmetries are evident in forms as varied as Persian girih and Moroccan zellige tilework, Mughal jali pierced stone screens, and widespread muqarnas vaulting.

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Wire-frame model in the context of Hidden-line removal

In 3D computer graphics, solid objects are usually modeled by polyhedra. A face of a polyhedron is a planar polygon bounded by straight line segments, called edges. Curved surfaces are usually approximated by a polygon mesh. Computer programs for line drawings of opaque objects must be able to decide which edges or which parts of the edges are hidden by an object itself or by other objects, so that those edges can be clipped during rendering. This problem is known as hidden-line removal.

The first known solution to the hidden-line problem was devised by L. G. Roberts in 1963. However, it severely restricts the model: it requires that all objects be convex. Ruth A. Weiss of Bell Labs documented her 1964 solution to this problem in a 1965 paper.In 1966 Ivan E. Sutherland listed 10 unsolved problems in computer graphics. Problem number seven was "hidden-line removal". In terms of computational complexity, this problem was solved by Frank Devai in 1986.

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