Concepts inScreen space fluid rendering with curvature flow
Rendering (computer graphics)
Rendering is the process of generating an image from a model (or models in what collectively could be called a scene file), by means of computer programs. A scene file contains objects in a strictly defined language or data structure; it would contain geometry, viewpoint, texture, lighting, and shading information as a description of the virtual scene.
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Curvature
In mathematics, curvature refers to any of a number of loosely related concepts in different areas of geometry. Intuitively, curvature is the amount by which a geometric object deviates from being flat, or straight in the case of a line, but this is defined in different ways depending on the context.
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Euclidean space
In mathematics, Euclidean space is the Euclidean plane and three-dimensional space of Euclidean geometry, as well as the generalizations of these notions to higher dimensions. The term ¿Euclidean¿ distinguishes these spaces from the curved spaces of non-Euclidean geometry and Einstein's general theory of relativity, and is named for the Greek mathematician Euclid of Alexandria.
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Fluid
In physics, a fluid is a substance that continually deforms (flows) under an applied shear stress. Fluids are a subset of the phases of matter and include liquids, gases, plasmas and, to some extent, plastic solids. In common usage, "fluid" is often used as a synonym for "liquid", with no implication that gas could also be present. For example, "brake fluid" is hydraulic oil and will not perform its required function if there is gas in it.
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Perlin noise
Perlin noise is a computer-generated visual effect developed by Ken Perlin, who won an Academy Award for its invention. It can be used to simulate elements from nature, and is especially useful in circumstances where computer memory is limited.
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Shading
Shading refers to depicting depth perception in 3D models or illustrations by varying levels of darkness.
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Marching cubes
Marching cubes is a computer graphics algorithm, published in the 1987 SIGGRAPH proceedings by Lorensen and Cline, for extracting a polygonal mesh of an isosurface from a three-dimensional scalar field. An analogous two-dimensional method is called the marching squares algorithm.
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2.5D
2.5D ("two-and-a-half-dimensional"), 3/4 perspective and pseudo-3D are terms, mainly in the video game industry, used to describe either: 2D graphical projections and techniques which cause a series of images or scenes to fake or appear to be three-dimensional (3D) when in fact they are not, or gameplay in an otherwise three-dimensional video game that is restricted to a two-dimensional plane.
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