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logiciels:terminologie-3d:accueil

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-::category Logiciel 
  
 ======  Terminologie 3D ====== ======  Terminologie 3D ======
  
-Sources :  +**Sources** :  
-     * [[http://edutechwiki.unige.ch/en/OpenScad beginners tutorial]] +  * [[http://edutechwiki.unige.ch/en/OpenScad beginners tutorial|OpenScad beginners tutorial]] 
-     * [[http://fr.wikipedia.org/wiki/G%C3%A9om%C3%A9trie de construction de solides]] +  * [[http://fr.wikipedia.org/wiki/G%C3%A9om%C3%A9trie de construction de solides|Gémoétrie de construction de solides]] 
-     * [[http://fr.wikipedia.org/wiki/Mod%C3%A9lisation 3D]] +  * [[http://fr.wikipedia.org/wiki/Mod%C3%A9lisation 3D|Modélisation 3D]]
  
 ===== 2D et 3D PRIMITIVES ===== ===== 2D et 3D PRIMITIVES =====
-cercle, carré, rectangle + sphere, cylindre, tore, cone, ...+Cercle, carré, rectangle, sphère, cylindre, tore, cone, ...
  
-{{http://exchange.autodesk.com/autocad/fra/online-help/ACD/2012/FRA/attachments/ill primitives.png}}+{{.:primitives.png}}
  
  
 ===== EXTRUSION  ===== ===== EXTRUSION  =====
  
-{{https: wiki.documentfoundation.org:images:a:ac:Fr-Draw3D-Extrusion01.png}}+{{.:extrusion.png}}
  
  
-===== OPERATIONS BOOLEENNES  ===== +===== OPÉRATIONS BOOLÉENNES  ===== 
-uniondifference, intersection+Uniondifférence, intersection
  
-{{http://reso-nance.org/files/init/3d/images/operations booleennes.png}}+{{:logiciels:openscad:exemple_2.png|}}
  
  
-===== TRANSFORMATIONS GEOMETRIQUES  ===== 
-translation, rotation, scale (homothétie), mirror, ... 
  
-{{http://www.immervision.com/images/multimedia/multimedia technology/flash2 fr.png}}+===== TRANSFORMATIONS GÉOMÉTRIQUES  ===== 
 +translation, rotation, scale (homothétie), mirroir, ... 
 + 
 +{{.:transformations.png|}}
  
 ===== SUBDIVISION ===== ===== SUBDIVISION =====
  
-{{http://www.mathworks.com/matlabcentral/fileexchange/screenshots/3319/original.jpg}}+{{.:subdivision.png|}}
  
  
- +===== MESH ===== 
- +{{.:mesh.png|}}
- +
-====== +
- +
- +
-{{http://upload.wikimedia.org/wikipedia/commons/thumb/6/6d/Mesh overview.svg/1000px-Mesh overview.svg.png}}+
  
 ===== VERTEX = SOMMET ===== ===== VERTEX = SOMMET =====
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 ===== ELEMENT ===== ===== ELEMENT =====
  
-{{A group of polygons, connected to each other by shared vertices, is generally referred to as an element. Each of the polygons making up an element is called a face.” (Polygonal modeling, Wikipedia}}+A group of polygons, connected to each other by shared vertices, is generally referred to as an element. Each of the polygons making up an element is called a face.” (Polygonal modeling, Wikipedia
  
 ===== MESH = MAILLAGE ===== ===== MESH = MAILLAGE =====
  
-{{http://upload.wikimedia.org/wikipedia/commons/f/fb/Dolphin triangle mesh.png}}+{{:logiciels:terminologie-3d:mesh_triangle.png|}}
  
 “A group of polygons which are connected together by shared vertices is referred to as a mesh. In order for a mesh to appear attractive when rendered, it is desirable that it be non-self-intersecting, meaning that no edge passes through a polygon. Another way of looking at this is that the mesh cannot pierce itself. It is also desirable that the mesh not contain any errors such as doubled vertices, edges, or faces. For some purposes it is important that the mesh be a manifold – that is, that it does not contain holes or singularities (locations where two distinct sections of the mesh are connected by a single vertex).” Vertex geometry, Wikipedia, retrieved 17:25, 23 March 2010 (UTC) “A group of polygons which are connected together by shared vertices is referred to as a mesh. In order for a mesh to appear attractive when rendered, it is desirable that it be non-self-intersecting, meaning that no edge passes through a polygon. Another way of looking at this is that the mesh cannot pierce itself. It is also desirable that the mesh not contain any errors such as doubled vertices, edges, or faces. For some purposes it is important that the mesh be a manifold – that is, that it does not contain holes or singularities (locations where two distinct sections of the mesh are connected by a single vertex).” Vertex geometry, Wikipedia, retrieved 17:25, 23 March 2010 (UTC)
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 ===== NORMAL ===== ===== NORMAL =====
  
-{{http://www.makehuman.org/docs /images/vert norm.png}}+
  
 The normal or surface normal is a vector that is perpendicular to a face. Surface normal, Wikipedia, retrieved 15:07, 20 November 2011 (UTC)  The normal or surface normal is a vector that is perpendicular to a face. Surface normal, Wikipedia, retrieved 15:07, 20 November 2011 (UTC) 
/home/resonancg/www/wiki/data/attic/logiciels/terminologie-3d/accueil.1403096224.txt.gz · Dernière modification: 2014/06/18 14:57 de resonance