commit bd262378c80666c63bace8f4d391bd9ad3e619c5
parent 7d1d7226392c76696957f0239b446d14e580bf06
Author: Andrew <andrewlaack1@gmail.com>
Date: Tue, 23 Apr 2024 17:31:13 -0500
completed cg l1 for the week
Diffstat:
8 files changed, 61 insertions(+), 4 deletions(-)
diff --git a/Blender.md b/Blender.md
@@ -10,7 +10,5 @@ The default file format is FBX (Filmbox) which can be imported into [[Unity.md]]
## Links
[[Mesh.md]]
-
-## ToDo
-
+[[Pole.md]]
[[UVMaps.md]]
diff --git a/Degree.md b/Degree.md
@@ -0,0 +1,8 @@
+:cs331: :blender:
+# Degree
+
+CG W13 L2
+
+## Notes
+
+**Definition:** Degree is a term used to describe the number of edges meeting a [[Vertex.md]].
diff --git a/Math310.md b/Math310.md
@@ -15,3 +15,5 @@ This is the index for my main Math 310 notes.
[[Contradiction.md]]
[[CartesianProduct.md]]
[[ProveSetEquality.md]]
+[[PerfectNumbers.md]]
+
diff --git a/PerfectNumbers.md b/PerfectNumbers.md
@@ -0,0 +1,14 @@
+:math310: :numbers:
+# Perfect Numbers
+
+Math 310
+
+## Notes
+
+**Definition:** Perfect numbers are numbers such that all divisors added up are equal to the number itself.
+
+A few examples are 28 and 6
+
+28 = 1 + 2 + 4 + 7 + 14
+
+6 = 1 + 2 + 3
diff --git a/Pole.md b/Pole.md
@@ -0,0 +1,18 @@
+:cs331: :blender:
+# Pole
+
+CG W13 L2
+
+# Notes
+
+**Definition:** A [[Vertex.md]] of [[Degree.md]] 3,4,5,6,7,8,... This means no isolated verticies are allowed.
+
+Yes, that is a crap definition. Here is the real one not being taught by a moron:
+
+These are vertecies that don't connect with the correct number of other verticies. The correct numbers are 1,2, and 4.
+
+Why do they matter?
+
+They matter because they can lead to unnatural or hard to conrol parts of our mesh. Think about the top of a globe where all longitude lines meet together at the top.
+
+These unnatural situations are issues that arise when rendering animations with poles contained in the scene. The animation makes the 'flex' (subdivide,interpolate,scale) appear unnatural. This is because subdividing a square is quite easy while still maintaining direction, but do the same with a triangle... well, yeah.
diff --git a/UVMaps.md b/UVMaps.md
@@ -1,6 +1,14 @@
-:blender: :todo:
+:blender: :cs331:
# UV Maps
CG W13 L1
## Notes
+
+**Definition:** A UV map is a function that takes a mesh and returns an image. This describes how to "color in" the mesh.
+
+UV maps take in a mesh and return the unwrapped mesh.
+
+The relation between the faces of an unwrapped mesh is called the layout.
+
+(Not ultra violet maps... :))
diff --git a/Vertex.md b/Vertex.md
@@ -0,0 +1,8 @@
+:cs331: :blender:
+# Vertex
+
+CG W13 L1
+
+## Notes
+
+**Definition:** A vertex is a point in 3d space.
diff --git a/index.md b/index.md
@@ -20,3 +20,4 @@ This is the index for my main note classifications. I will maintain this as a ho
- [ ] "The Structure of Scientific Revolutions" - Thomas Kuhn
- [ ] "Introduction to Computing Systems" - Patt and Patel
+