A surface, as the term is most generally used, is the outermost or uppermost layer of a physical object or space. [1] [2] It is the portion or region of the object that can first be perceived by an observer using the senses of sight and touch, and is the portion with which other materials first interact. The surface of an object is more than "a mere geometric solid", but is "filled with, spread over by, or suffused with perceivable qualities such as color and warmth". [3]
The concept of surface has been abstracted and formalized in mathematics, specifically in geometry. Depending on the properties on which the emphasis is given, there are several non equivalent such formalizations, that are all called surface, sometimes with some qualifier, such as algebraic surface, smooth surface or fractal surface.
The concept of surface and its mathematical abstraction are both widely used in physics, engineering, computer graphics, and many other disciplines, primarily in representing the surfaces of physical objects. For example, in analyzing the aerodynamic properties of an airplane, the central consideration is the flow of air along its surface. The concept also raises certain philosophical questions—for example, how thick is the layer of atoms or molecules that can be considered part of the surface of an object (i.e., where does the "surface" end and the "interior" begin), [2] [4] and do objects really have a surface at all if, at the subatomic level, they never actually come in contact with other objects. [5]
The surface of an object is the part of the object that is primarily perceived. Humans equate seeing the surface of an object with seeing an object. For example, in looking at an automobile, it is normally not possible to see the engine, electronics, and other internal structures, but the object is still recognized as an automobile because the surface identifies it as one. [6] Conceptually, the "surface" of an object can be defined as the topmost layer of atoms. [7] Many objects and organisms have a surface that is in some way distinct from their interior. For example, the peel of an apple has very different qualities from the interior of the apple, [8] and the exterior surface of a radio may have very different components from the interior. Peeling the apple constitutes removal of the surface, ultimately leaving a different surface with a different texture and appearance, identifiable as a peeled apple. Removing the exterior surface of an electronic device may render its purpose unrecognizable. By contrast, removing the outermost layer of a rock or the topmost layer of liquid contained in a glass would leave a substance or material with the same composition, only slightly reduced in volume. [9]
In mathematics, a surface is a mathematical model of the common concept of a surface. It is a generalization of a plane, but, unlike a plane, it may be curved; this is analogous to a curve generalizing a straight line.
There are several more precise definitions, depending on the context and the mathematical tools that are used for the study. The simplest mathematical surfaces are planes and spheres in the Euclidean 3-space. The exact definition of a surface may depend on the context. Typically, in algebraic geometry, a surface may cross itself (and may have other singularities), while, in topology and differential geometry, it may not.
A surface is a topological space of dimension two; this means that a moving point on a surface may move in two directions (it has two degrees of freedom). In other words, around almost every point, there is a coordinate patch on which a two-dimensional coordinate system is defined. For example, the surface of the Earth resembles (ideally) a sphere, and latitude and longitude provide two-dimensional coordinates on it (except at the poles and along the 180th meridian).The concept of a surface in the physical sciences encompasses the structures and dynamics of and occurring at surfaces. The field underlies many practical disciplines such as semiconductor physics and applied nanotechnology but is also of fundamental interest.
Synchrotron x-ray and neutron scattering measurements are used to provide experimental data on the structure and motion of molecular adsorbates adsorbed on surfaces. The aim of such methods is to provide the data needed to benchmark the latest developments in the modelling of surface systems, their electronic and physical structures and the energetics and friction associated with surface motion.
Current projects focus on the surface adsorption of polyaromatic hydrocarbons (PAHs), a class of molecules key to the refinement of the modelling of dispersive forces through approaches such as density functional theory, and build on our complementary work applying helium atom scattering and scanning tunnelling microscopy to small molecules with aromatic functionality. [10]
Many surfaces considered in physics and chemistry (physical sciences in general) are interfaces. For example, a surface may be the idealized limit between two fluids, liquid and gas (the surface of the sea in air) or the idealized boundary of a solid (the surface of a ball). In fluid dynamics, the shape of a free surface may be defined by surface tension. However, they are surfaces only at macroscopic scale. At microscopic scale, they may have some thickness. At atomic scale, they do not look at all as a surface, because of holes formed by spaces between atoms or molecules. [11]
Other surfaces considered in physics are wavefronts. One of these, discovered by Fresnel, is called wave surface by mathematicians.
The surface of the reflector of a telescope is a paraboloid of revolution.
Other occurrences:
In computer graphics, a surface is a mathematical representation of a 3D object or shape. Surfaces are used to model and render the outer layer of an object, giving it form, texture, and color in a virtual space. A surface is essentially a collection of points in 3D space that are mathematically defined and visualized to form the shape of an object. Surfaces are crucial for creating realistic 3D models, as they define the "skin" or "outer boundary" of an object.
Surfaces can be categorized based on how they are defined or represented:
Surfaces in computer graphics have several important attributes that define their behavior and appearance. Geometry is a key attribute that determines the shape, size, and position of the surface in 3D space, forming the foundational structure of the model. Material properties, such as texture, color, shininess, and transparency, influence how the surface interacts with light and contribute to its visual appeal. Additionally, normals, which are perpendicular vectors to the surface at each point, are essential for accurate lighting and shading calculations, ensuring that the surface responds realistically to light sources. Surfaces in computer graphics have a wide range of applications. They are extensively used in modeling objects, such as designing characters, cars, and buildings, where the surface defines the shape and structure of the model. In rendering, surfaces play a critical role in determining how objects appear in a scene by influencing their shading, reflections, and textures, which contribute to the overall realism. Additionally, surfaces are vital in simulations, where they help replicate physical properties such as the movement of water waves or the dynamics of fabrics, enhancing the accuracy of visual and interactive experiences.
One of the main challenges in computer graphics is creating realistic simulations of surfaces. In technical applications of 3D computer graphics (CAx) such as computer-aided design and computer-aided manufacturing, surfaces are one way of representing objects. The other ways are wireframe (lines and curves) and solids. Point clouds are also sometimes used as temporary ways to represent an object, with the goal of using the points to create one or more of the three permanent representations.
One technique used for enhancing surface realism in computer graphics is the use of physically-based rendering (PBR) algorithms which simulate the interaction of light with surfaces based on their physical properties, such as reflectance, roughness, and transparency. By incorporating mathematical models and algorithms, PBR can generate highly realistic renderings that resemble the behavior of real-world materials. PBR has found practical applications beyond entertainment, extending its impact to architectural design, product prototyping, and scientific simulations.
Rendering is the process of generating a photorealistic or non-photorealistic image from input data such as 3D models. The word "rendering" originally meant the task performed by an artist when depicting a real or imaginary thing. Today, to "render" commonly means to generate an image or video from a precise description using a computer program.
In 3D computer graphics, a wire-frame model is a visual representation of a three-dimensional (3D) physical object. It is based on a polygon mesh or a volumetric mesh, created by specifying each edge of the physical object where two mathematically continuous smooth surfaces meet, or by connecting an object's constituent vertices using (straight) lines or curves.
Autodesk 3ds Max, formerly 3D Studio and 3D Studio Max, is a professional 3D computer graphics program for making 3D animations, models, games and images. It is developed and produced by Autodesk Media and Entertainment. It has modeling capabilities and a flexible plugin architecture and must be used on the Microsoft Windows platform. It is frequently used by video game developers, many TV commercial studios, and architectural visualization studios. It is also used for movie effects and movie pre-visualization. 3ds Max features shaders, dynamic simulation, particle systems, radiosity, normal map creation and rendering, global illumination, a customizable user interface, and its own scripting language.
Ray casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as ray tracing for computer graphics where virtual light rays are "cast" or "traced" on their path from the focal point of a camera through each pixel in the camera sensor to determine what is visible along the ray in the 3D scene.
Scientific visualization is an interdisciplinary branch of science concerned with the visualization of scientific phenomena. It is also considered a subset of computer graphics, a branch of computer science. The purpose of scientific visualization is to graphically illustrate scientific data to enable scientists to understand, illustrate, and glean insight from their data. Research into how people read and misread various types of visualizations is helping to determine what types and features of visualizations are most understandable and effective in conveying information.
In 3D computer graphics and solid modeling, a polygon mesh is a collection of vertices, edges and faces that defines the shape of a polyhedral object's surface. It simplifies rendering, as in a wire-frame model. The faces usually consist of triangles, quadrilaterals (quads), or other simple convex polygons (n-gons). A polygonal mesh may also be more generally composed of concave polygons, or even polygons with holes.
A physics engine is computer software that provides an approximate simulation of certain physical systems, such as rigid body dynamics, soft body dynamics, and fluid dynamics, of use in the domains of computer graphics, video games and film (CGI). Their main uses are in video games, in which case the simulations are in real-time. The term is sometimes used more generally to describe any software system for simulating physical phenomena, such as high-performance scientific simulation.
Real-time computer graphics or real-time rendering is the sub-field of computer graphics focused on producing and analyzing images in real time. The term can refer to anything from rendering an application's graphical user interface (GUI) to real-time image analysis, but is most often used in reference to interactive 3D computer graphics, typically using a graphics processing unit (GPU). One example of this concept is a video game that rapidly renders changing 3D environments to produce an illusion of motion.
Low poly is a polygon mesh in 3D computer graphics that has a relatively small number of polygons. Low poly meshes occur in real-time applications as contrast with high-poly meshes in animated movies and special effects of the same era. The term low poly is used in both a technical and a descriptive sense; the number of polygons in a mesh is an important factor to optimize for performance but can give an undesirable appearance to the resulting graphics.
Clipping, in the context of computer graphics, is a method to selectively enable or disable rendering operations within a defined region of interest. Mathematically, clipping can be described using the terminology of constructive geometry. A rendering algorithm only draws pixels in the intersection between the clip region and the scene model. Lines and surfaces outside the view volume are removed.
Mesh generation is the practice of creating a mesh, a subdivision of a continuous geometric space into discrete geometric and topological cells. Often these cells form a simplicial complex. Usually the cells partition the geometric input domain. Mesh cells are used as discrete local approximations of the larger domain. Meshes are created by computer algorithms, often with human guidance through a GUI, depending on the complexity of the domain and the type of mesh desired. A typical goal is to create a mesh that accurately captures the input domain geometry, with high-quality (well-shaped) cells, and without so many cells as to make subsequent calculations intractable. The mesh should also be fine in areas that are important for the subsequent calculations.
3D rendering is the 3D computer graphics process of converting 3D models into 2D images on a computer. 3D renders may include photorealistic effects or non-photorealistic styles.
Computer graphics lighting is the collection of techniques used to simulate light in computer graphics scenes. While lighting techniques offer flexibility in the level of detail and functionality available, they also operate at different levels of computational demand and complexity. Graphics artists can choose from a variety of light sources, models, shading techniques, and effects to suit the needs of each application.
Terrain cartography or relief mapping is the depiction of the shape of the surface of the Earth on a map, using one or more of several techniques that have been developed. Terrain or relief is an essential aspect of physical geography, and as such its portrayal presents a central problem in cartographic design, and more recently geographic information systems and geovisualization.
3D computer graphics, sometimes called CGI, 3-D-CGI or three-dimensional computer graphics, are graphics that use a three-dimensional representation of geometric data that is stored in the computer for the purposes of performing calculations and rendering digital images, usually 2D images but sometimes 3D images. The resulting images may be stored for viewing later or displayed in real time.
Computer graphics is a sub-field of computer science which studies methods for digitally synthesizing and manipulating visual content. Although the term often refers to the study of three-dimensional computer graphics, it also encompasses two-dimensional graphics and image processing.
Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research.
In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of a surface of an object in three dimensions via specialized software by manipulating edges, vertices, and polygons in a simulated 3D space.
This is a glossary of terms relating to computer graphics.
Physically based rendering (PBR) is a computer graphics approach that seeks to render images in a way that models the lights and surfaces with optics in the real world. It is often referred to as "Physically Based Lighting" or "Physically Based Shading". Many PBR pipelines aim to achieve photorealism. Feasible and quick approximations of the bidirectional reflectance distribution function and rendering equation are of mathematical importance in this field. Photogrammetry may be used to help discover and encode accurate optical properties of materials. PBR principles may be implemented in real-time applications using Shaders or offline applications using ray tracing or path tracing.