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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:
MBlender.md | 4+---
ADegree.md | 8++++++++
MMath310.md | 2++
APerfectNumbers.md | 14++++++++++++++
APole.md | 18++++++++++++++++++
MUVMaps.md | 10+++++++++-
AVertex.md | 8++++++++
Mindex.md | 1+
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 +