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surface normal |
Also found in: Wikipedia | 0.01 sec. |
surface normalIn 3D graphics, an imaginary line that is perpendicular to the surface of a polygon. It may be computed at the vertex of a triangle, in which case it is the average of all the vertices of adjoining triangles. Or, it may be computed for each pixel in the triangle as in Phong shading. Surface normals are used to derive the reflectivity of a light source shining onto an object. See tessellation, triangle, Phong shading and Gouraud shading. How to thank TFD for its existence? Tell a friend about us, add a link to this page, add the site to iGoogle, or visit webmaster's page for free fun content. |
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| The PSI is incorrectly measuring surface height and misinterpreting the local surface normal in a manner that varies with the tilt angle and with the position of a surface element within the field of view. While HFSS can directly import files from many CAD tools, the project files often have duplicate points, misaligned edges, or incorrect surface normal vector definitions that make it impossible to create an adequate definition of geometry for EM simulation. Caviar Converter works fast by converting the surface of objects to a set of 3D pixels, storing the geometrical position and animation, color and surface normal vector of each pixel. |
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