3-D or 3D abbreviates "three dimensional" and is often related to a stereoscopic display that exploits binocular vision. Three dimensional objects have volume and may be measured and described using three orthogonal directions. In animation, 3-D sometimes refers to shaded, modeled shapes that have an appearance of depth, as opposed to the "flat" rendering of conventional cel animation. An example of this was seen in a particular episode of the animated video cartoon The Simpsons, where Homer escapes his flatland-like world and enters a universe of higher dimensionality. The figure renderings and visual effects in this episode were accomplished using 3D computer graphics. In literary criticism rounded three dimensional characters are contrasted to cardboard cutouts. 3D computer graphics are works of graphic art that were created with the aid of digital computers and specialized 3D software. In general, the term may also refer to the process of creating such graphics, or the field of study of 3D computer graphic techniques and its related technology.
3D computer graphics are distinct from 2D computer graphics in that a three-dimensional virtual representation of objects is stored in the computer for the purposes of performing calculations and rendering images. In general, the art of 3D graphics is akin to sculpting or photography, while the art of 2D graphics is analogous to painting. In computer graphics software, this distinction is occasionally blurred; some 2D applications use 3D techniques to achieve certain effects such as lighting, while some primarily 3D applications make use of 2D visual techniques. Creation of 3D computer graphics The process of creating 3D computer graphics can be sequentially divided into three basic phases:
Modelling may also include various activities related to preparing a 3D model for animation (although in a complex character model this will become a stage of its own, known as rigging). Objects may be fitted with a skeleton, a central framework of an object with the capability of affecting the shape or movements of that object. This aids in the process of animation, in that the movement of the skeleton will automatically affect the corresponding portions of the model. See also Forward kinematic animation and Inverse kinematic animation. At the rigging stage, the model can also be given specific controls to make animaton easier and more intuitive, such as facial expression controls and mouth shapes (phonemes) for lipsyncing. Modelling can be performed by means of a dedicated program (e.g., Lightwave Modeler, Rhinoceros 3D, Moray), an application component (Shaper, Lofter in 3D Studio) or some scene description language (as in POV-Ray). In some cases, there is no strict distinction between these phases; in such cases modelling is just part of the scene creation process (this is the case, for example, with Caligari trueSpace). Process Scene layout setup Scene setup involves arranging virtual objects, lights, cameras and other entities on a scene which will later be used to produce a still image or an animation. If used for animation, this phase usually makes use of a technique called "keyframing", which facilitates creation of complicated movement in the scene. With the aid of keyframing, instead of having to fix an object's position, rotation, or scaling for each frame in an animation, one needs only to set up some key frames between which states in every frame are interpolated. Lighting is an important aspect of scene setup. As is the case in real-world scene arrangement, lighting is a significant contributing factor to the resulting aesthetic and visual quality of the finished work. As such, it can be a difficult art to master. Lighting effects can contribute greatly to the mood and emotional response effected by a scene, a fact which is well-known to photographers and theatrical lighting technicians.
Graphical computing, a desktop environment (DE) offers a complete graphical user interface (GUI) solution to operate a computer. The name is derived from the desktop metaphor used by most of these interfaces. A DE provides icons, toolbars, applications, applets, and abilities like drag and drop. As a whole, the particularities of design and function of a desktop environment endow it with a distinctive look and feel. On systems running the X Window System (typically Unix systems), the desktop environment is much more flexible. In this context, a DE typically consists of a window manager, a set of themes, and programs and libraries for managing the desktop. All of these individual modules can be exchanged and individually configured to achieve a unique combination, but most desktop environments provide a default configuration that requires minimal user input. The desktop environments for the popular operating systems Microsoft Windows and Mac OS X are, in their intended use, relatively static. This assures a consistent user experience. However, there are alternative themes and third-party software that can completely change both the appearance of common interface elements such as windows, buttons and icons and the interface model itself (in Windows this is accomplished by replacing the default Explorer shell). Not all of the program code that is part of a DE has effects which are directly visible to the user. Some of it may be low-level code. KDE, for example, provides so-called io slaves which give the user access to a wide range of virtual devices. These io slaves are not available outside the KDE environment. Well-known desktop environments examples (specially for Unices), include GNOME, KDE, CDE and Xfce; however, a number of other desktop environments also exist, including (but not limited to): EDE, UDE, ROX Desktop, GEM, PerlTop, XPde, Xito, 4dwm and arm0nia. Some window managers also include elements reminiscent of those found in desktop environments, most prominently Enlightenment.
Wallpapers: A pattern or picture used to represent the desktop surface (screen background) in a graphical user interface. GUIs come with several wallpaper choices, and third-party wallpaper files are available. You can also scan in your favorite picture and make it wallpaper. Why Do You Cover a Desktop with Wallpaper? Years ago, someone who had too many sleepless nights programming must have thought it a great analogy because a screen desktop is vertical like a wall. With Windows XP, Microsoft decided to end the mystery and just call it "Background." However, you will find the selection of background images in the "Wallpaper" folder (c:\WINDOWS\Web\Wallpaper).
Computer 3d Wallpapers are desktop backgrounds set by a users preference. Most operating systems come with a default selection of wallpapers, but also have features to enable the user to set or assign their own. History Computer wallpapers started with the release of Windows 95, which was an upgrade from Windows 3.1. It was then seen as a feature on many other platforms including Unix GUI's (Gnome, KDE) and Mac OS.
Formats: Images used as computer wallpaper are usually raster graphics with the same size as the display resolution (for example 1024 x 768 pixels, or 1280 x 1024 pixels) in order to fill the whole background. Many screen resolutions are proportional, so an image scaled to fit in a different-sized screen will often be the correct shape, albeit that scaling may impact quality. PNG and Jpeg format are common. Users with widescreen(16:9) monitors have different aspect ratio requirements for wallpaper, although images designed for standard(4:3) monitors can often be scaled or cropped to the correct shape without loss of quality. Wallpapers are sometimes available in double-width versions (e.g. 2560 x 1024) for displaying on multi-monitor computers, where the image appears to fill two monitors. Digital Blasphemy is one of the main sources for multi-monitor wallpapers. Smaller images can be tiled (repeated) to fill large areas, and depending on how skilfully the wallpaper was created, the effect can look reasonably good. However, if the join is too obvious, or the image repeats too many times, it will look very repetitive
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