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</style><div role="note" class="hatnote navigation-not-searchable">This article is about the 3D visualization. For the web design technique, see <a href="Website_wireframe" title="Website wireframe">Website wireframe</a>.</div>
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</style><table class="sidebar nomobile nowraplinks"><tbody><tr><th class="sidebar-title"><a href="3D_computer_graphics" title="3D computer graphics">Three-dimensional (3D)<br>computer graphics</a></th></tr><tr><td class="sidebar-image"></td></tr><tr><th class="sidebar-heading">
Fundamentals</th></tr><tr><td class="sidebar-content hlist">
<ul><li><a href="3D_modeling" title="3D modeling">Modeling</a></li>
<li><a href="3D_scanning" title="3D scanning">Scanning</a></li>
<li><a href="3D_rendering" title="3D rendering">Rendering</a></li>
<li><a href="3D_printing" title="3D printing">Printing</a></li></ul></td>
</tr><tr><th class="sidebar-heading">
Primary uses</th></tr><tr><td class="sidebar-content hlist">
<ul><li><a href="3D_model" class="mw-redirect" title="3D model">3D models</a></li>
<li><a href="Computer-aided_design" title="Computer-aided design">Computer-aided design</a></li>
<li><a href="Graphic_design" title="Graphic design">Graphic design</a></li>
<li><a href="Video_game" title="Video game">Video games</a></li>
<li><a href="Visual_effects" title="Visual effects">Visual effects</a></li>
<li><a href="Visualization_(graphic)" class="mw-redirect" title="Visualization (graphic)">Visualization</a></li>
<li><a href="Virtual_engineering" title="Virtual engineering">Virtual engineering</a></li>
<li><a href="Virtual_reality" title="Virtual reality">Virtual reality</a></li>
<li><a href="Virtual_cinematography" title="Virtual cinematography">Virtual cinematography</a></li></ul></td>
</tr><tr><th class="sidebar-heading">
Related topics</th></tr><tr><td class="sidebar-content hlist">
<ul><li><a href="Computer-generated_imagery" title="Computer-generated imagery">Computer-generated imagery <span style="font-size: 85%;">(CGI)</span></a></li>
<li><a href="Animation" title="Animation">Animation</a>
<ul><li><a href="Computer_animation" title="Computer animation">computer</a></li>
<li><a href="Skeletal_animation" title="Skeletal animation">skeletal</a></li></ul></li>
<li><a href="3D_display" title="3D display">3D display</a></li>

<li><a href="Texture_mapping" title="Texture mapping">Texture mapping</a></li>
<li><a href="Motion_capture" title="Motion capture">Motion capture</a></li>
<li><a href="Crowd_simulation" title="Crowd simulation">Crowd simulation</a></li>
<li><a href="Global_illumination" title="Global illumination">Global illumination</a></li>
<li><a href="Volume_rendering" title="Volume rendering">Volume rendering</a></li></ul></td>
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<p>In <a href="3D_computer_graphics" title="3D computer graphics">3D computer graphics</a>, a <b>wire-frame model</b> (also spelled <b>wireframe model</b>) is a visual representation of a <a href="Three-dimensional" class="mw-redirect" title="Three-dimensional">three-dimensional</a> (3D) physical object. It is based on a <a href="Polygon_mesh" title="Polygon mesh">polygon mesh</a> or a <a href="Volumetric_mesh" title="Volumetric mesh">volumetric mesh</a>, created by specifying each <a href="Edge_(geometry)" title="Edge (geometry)">edge</a> of the physical object where two mathematically continuous smooth surfaces meet, or by connecting an object's constituent <a href="Vertex_(computer_graphics)" title="Vertex (computer graphics)">vertices</a> using (straight) <a href="Straight_line" class="mw-redirect" title="Straight line">lines</a> or <a href="Curve_(geometry)" class="mw-redirect" title="Curve (geometry)">curves</a>.
</p><p>The object is projected into <a href="Screen_space" class="mw-redirect" title="Screen space">screen space</a> and <a href="Rendering_(computer_graphics)" title="Rendering (computer graphics)">rendered</a> by drawing lines at the location of each edge. The term "wire frame" comes from designers using <a href="Metal_wire" class="mw-redirect" title="Metal wire">metal wire</a> to represent the three-dimensional shape of solid objects. 3D wireframe computer models allow for the construction and manipulation of solids and solid surfaces. 3D <a href="Solid_modeling" title="Solid modeling">solid modeling</a> efficiently draws higher quality representations of solids than conventional <a href="Line_art" title="Line art">line drawing</a>.
</p><p>Using a wire-frame model allows for the visualization of the underlying design structure of a 3D model. Traditional two-dimensional views and drawings/renderings can be created by the appropriate rotation of the object, and the selection of <a href="Hidden-line_removal" title="Hidden-line removal">hidden-line removal</a> via <a href="Clip_plane" class="mw-redirect" title="Clip plane">cutting planes</a>.
</p><p>Since wire-frame renderings are relatively simple and fast to calculate, they are often used in cases where a relatively high screen <a href="Frame_rate" title="Frame rate">frame rate</a> is needed (for instance, when working with a particularly complex <a href="3D_model" class="mw-redirect" title="3D model">3D model</a>, or in <a href="Real-time_computing" title="Real-time computing">real-time systems</a> that model <a href="Exterior_(topology)" class="mw-redirect" title="Exterior (topology)">exterior</a> phenomena).
</p><p>When greater graphical detail is desired, surface <a href="Texture_mapping" title="Texture mapping">textures</a> can be added automatically after the completion of the initial rendering of the wire frame. This allows a designer to quickly review solids, or rotate objects to different views without the long delays associated with more realistic <a href="Rendering_(computer_graphics)" title="Rendering (computer graphics)">rendering</a>, or even the processing of faces and simple <a href="Flat_shading" class="mw-redirect" title="Flat shading">flat shading</a>.
</p><p>The wire frame format is also well-suited and widely used in programming tool paths for <a href="Direct_numerical_control" title="Direct numerical control">direct numerical control</a> (DNC) <a href="Machine_tools" class="mw-redirect" title="Machine tools">machine tools</a>.
</p><p>Hand-drawn wire-frame-like illustrations date back as far as the <a href="Italian_Renaissance" title="Italian Renaissance">Italian Renaissance</a>.<sup id="cite_ref-2" class="reference"><a href="#cite_note-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup> Wire-frame models were also used extensively in <a href="Video_game" title="Video game">video games</a> to represent 3D objects during the 1980s and early 1990s, when "properly" filled 3D objects would have been too complex to calculate and draw with the computers of the time. Wire-frame models are also used as the input for <a href="Computer-aided_manufacturing" title="Computer-aided manufacturing">computer-aided manufacturing</a> (CAM).
</p><p>There are three main types of 3D <a href="Computer-aided_design" title="Computer-aided design">computer-aided design</a> (CAD) models; <i>wire frame</i> is the most abstract and least realistic. The other types are <i><a href="Surface" title="Surface">surface</a></i> and <i>solid</i>. The wire-frame method of modelling consists of only lines and curves that connect the points or vertices and thereby define the edges of an object.
</p>
<meta property="mw:PageProp/toc">
<div class="mw-heading mw-heading2"><h2 id="Simple_example_of_wireframe_model">Simple example of wireframe model</h2></div>
<p>An object is specified by two tables: (1) Vertex Table, and, (2) Edge Table.
</p><p>The vertex table consists of three-dimensional coordinate values for each vertex with reference to the origin.
</p>
<table class="wikitable">

<tbody><tr>
<th>Vertex
</th>
<th>X
</th>
<th>Y
</th>
<th>Z
</th></tr>
<tr>
<td>1
</td>
<td>1
</td>
<td>1
</td>
<td>1
</td></tr>
<tr>
<td>2
</td>
<td>1
</td>
<td>-1
</td>
<td>1
</td></tr>
<tr>
<td>3
</td>
<td>-1
</td>
<td>-1
</td>
<td>1
</td></tr>
<tr>
<td>4
</td>
<td>-1
</td>
<td>1
</td>
<td>1
</td></tr>
<tr>
<td>5
</td>
<td>1
</td>
<td>1
</td>
<td>-1
</td></tr>
<tr>
<td>6
</td>
<td>1
</td>
<td>-1
</td>
<td>-1
</td></tr>
<tr>
<td>7
</td>
<td>-1
</td>
<td>-1
</td>
<td>-1
</td></tr>
<tr>
<td>8
</td>
<td>-1
</td>
<td>1
</td>
<td>-1
</td></tr></tbody></table>
<p>Edge table specifies the start and end vertices for each edge.
</p>
<table class="wikitable">

<tbody><tr>
<th>Edge
</th>
<th>Start Vertex
</th>
<th>End Vertex
</th></tr>
<tr>
<td>1
</td>
<td>1
</td>
<td>2
</td></tr>
<tr>
<td>2
</td>
<td>2
</td>
<td>3
</td></tr>
<tr>
<td>3
</td>
<td>3
</td>
<td>4
</td></tr>
<tr>
<td>4
</td>
<td>4
</td>
<td>1
</td></tr>
<tr>
<td>5
</td>
<td>5
</td>
<td>6
</td></tr>
<tr>
<td>6
</td>
<td>6
</td>
<td>7
</td></tr>
<tr>
<td>7
</td>
<td>7
</td>
<td>8
</td></tr>
<tr>
<td>8
</td>
<td>8
</td>
<td>5
</td></tr>
<tr>
<td>9
</td>
<td>1
</td>
<td>5
</td></tr>
<tr>
<td>10
</td>
<td>2
</td>
<td>6
</td></tr>
<tr>
<td>11
</td>
<td>3
</td>
<td>7
</td></tr>
<tr>
<td>12
</td>
<td>4
</td>
<td>8
</td></tr></tbody></table>
<p>A naive interpretation could create a wire-frame representation by simply drawing straight lines between the screen coordinates of the appropriate vertices using the edge list.
</p><p>Unlike representations designed for more detailed rendering, face information is not specified (it must be calculated if required for solid rendering).
</p><p>Appropriate calculations have to be performed to <a href="Transform_and_lighting" class="mw-redirect" title="Transform and lighting">transform</a> the 3D coordinates of the vertices into <a href="Screen_space" class="mw-redirect" title="Screen space">2D screen coordinates</a>.
</p>
<div class="mw-heading mw-heading2"><h2 id="Technical_Communication_Explosions">Technical Communication Explosions</h2></div>
<p> In the field of technical communications, <a href="Technical_writer" title="Technical writer">technical writers</a> working in mechanical engineering are often assigned to modify, or "explode", engineering models and provide part callouts. CAD wireframe explosions are used to simplify assembly and/or maintenance instructions. Having this capability allows technical writers to independently custom-orient CAD models to improve complex procedural step comprehension.
</p><p>Special CAD software is normally used for this very specialized work and is often available through major CAD software developers. In recent years, however, many new programs for this work are available through smaller developers who specialize in CAD rendering tools.
</p>
<div class="mw-heading mw-heading2"><h2 id="See_also">See also</h2></div>
<ul><li><a href="Animation" title="Animation">Animation</a></li>
<li><a href="3D_computer_graphics" title="3D computer graphics">3D computer graphics</a></li>
<li><a href="Computer_animation" title="Computer animation">Computer animation</a></li>
<li><a href="Computer-generated_imagery" title="Computer-generated imagery">Computer-generated imagery</a> (CGI)</li>
<li><a href="Mockup" title="Mockup">Mockup</a></li>
<li><a href="Polygon_mesh" title="Polygon mesh">Polygon mesh</a></li>
<li><a href="Vector_graphics" title="Vector graphics">Vector graphics</a></li>
<li><a href="Virtual_cinematography" title="Virtual cinematography">Virtual cinematography</a></li></ul>
<div class="mw-heading mw-heading2"><h2 id="References">References</h2></div>
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</style><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://cgelves.com/wireframe-renders-of-3d-models/">"Wireframe Renders of 3D Models - CG Elves"</a>. 26 December 2015.</cite></span>
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<li id="cite_note-2"><span class="mw-cite-backlink"><b><a href="#cite_ref-2">^</a></b></span> <span class="reference-text"><cite id="CITEREFNasifoglu2012" class="citation web cs1">Nasifoglu, Yelda (7 November 2012). <a rel="nofollow" class="external text" href="https://f12arch531project.wordpress.com/2012/11/06/renaissance-wireframe/">"Renaissance wireframe"</a>. <i>Architectural Intentions from Vitruvius to the Renaissance Studio Project for ARCH 531</i>. McGill University<span class="reference-accessdate">. Retrieved <span class="nowrap">11 March</span> 2013</span>.</cite></span>
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</ol></div></div>
<ol><li><i>Principles of Engineering Graphics</i> by Maxwell Macmillan International Editions</li>
<li><i>ASME Engineer's Data Book</i> by Clifford Matthews</li>
<li><i>Engineering Drawing</i> by N.D. Bhatt</li>
<li><i>Texturing and Modeling</i> by Davis S. Ebert</li>
<li><i>3D Computer Graphics</i> by Alan Watt</li></ol>
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</style></div><div role="navigation" class="navbox" aria-labelledby="Computer_graphics188" style="padding:3px"><table class="nowraplinks mw-collapsible mw-collapsed navbox-inner" style="border-spacing:0;background:transparent;color:inherit"><tbody><tr><th scope="col" class="navbox-title" colspan="2"><div id="Computer_graphics188" style="font-size:114%;margin:0 4em"><a href="Computer_graphics_(computer_science)" title="Computer graphics (computer science)">Computer graphics</a></div></th></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Vector_graphics" title="Vector graphics">Vector graphics</a></th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Diffusion_curve" title="Diffusion curve">Diffusion curve</a></li>
<li><a href="Pixel" title="Pixel">Pixel</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="2D_computer_graphics" title="2D computer graphics">2D graphics</a></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Alpha_compositing" title="Alpha compositing">Alpha compositing</a></li>
<li><a href="Layers_(digital_image_editing)" title="Layers (digital image editing)">Layers</a></li>
<li><a href="Text-to-image_model" title="Text-to-image model">Text-to-image</a></li></ul>
</div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th id="2.5D8" scope="row" class="navbox-group" style="width:1%"><a href="2.5D" title="2.5D">2.5D</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Isometric_video_game_graphics" title="Isometric video game graphics">Isometric graphics</a></li>
<li><a href="Mode_7" title="Mode 7">Mode 7</a></li>
<li><a href="Parallax_scrolling" title="Parallax scrolling">Parallax scrolling</a></li>
<li><a href="Ray_casting" title="Ray casting">Ray casting</a></li>
<li><a href="Skybox_(video_games)" title="Skybox (video games)">Skybox</a></li></ul>
</div></td></tr></tbody></table><div>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="3D_computer_graphics" title="3D computer graphics">3D graphics</a></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="3D_projection" title="3D projection">3D projection</a></li>
<li><a href="3D_rendering" title="3D rendering">3D rendering</a></li>
<li>(<a href="Image-based_modeling_and_rendering" title="Image-based modeling and rendering">Image-based</a></li>
<li><a href="Spectral_rendering" title="Spectral rendering">Spectral</a></li>
<li><a href="Unbiased_rendering" title="Unbiased rendering">Unbiased</a>)</li>
<li><a href="Aliasing" title="Aliasing">Aliasing</a></li>
<li><a href="Anisotropic_filtering" title="Anisotropic filtering">Anisotropic filtering</a></li>
<li><a href="Cel_shading" title="Cel shading">Cel shading</a></li>
<li><a href="Fluid_animation" title="Fluid animation">Fluid animation</a></li>
<li><a href="Computer_graphics_lighting" title="Computer graphics lighting">Lighting</a>
<ul><li><a href="Global_illumination" title="Global illumination">Global illumination</a></li></ul></li>
<li><a href="Hidden-surface_determination" title="Hidden-surface determination">Hidden-surface determination</a></li>
<li><a href="Polygon_mesh" title="Polygon mesh">Polygon mesh</a></li>
<li>(<a href="Triangle_mesh" title="Triangle mesh">Triangle mesh</a>)</li>
<li><a href="Shading" title="Shading">Shading</a>
<ul><li><a href="Deferred_shading" title="Deferred shading">Deferred</a></li></ul></li>
<li><a href="Surface_triangulation" title="Surface triangulation">Surface triangulation</a></li>
</ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Concepts</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Affine_transformation" title="Affine transformation">Affine transformation</a></li>
<li><a href="Back-face_culling" title="Back-face culling">Back-face culling</a></li>
<li><a href="Clipping_(computer_graphics)" title="Clipping (computer graphics)">Clipping</a></li>
<li><a href="Collision_detection" title="Collision detection">Collision detection</a></li>
<li><a href="Planar_projection" title="Planar projection">Planar projection</a></li>
<li><a href="Reflection_(computer_graphics)" title="Reflection (computer graphics)">Reflection</a></li>
<li><a href="Rendering_(computer_graphics)" title="Rendering (computer graphics)">Rendering</a>
<ul><li><a href="Beam_tracing" title="Beam tracing">Beam tracing</a></li>
<li><a href="Cone_tracing" title="Cone tracing">Cone tracing</a></li>
<li><a href="Checkerboard_rendering" title="Checkerboard rendering">Checkerboard rendering</a></li>
<li><a href="Ray_tracing_(graphics)" title="Ray tracing (graphics)">Ray tracing</a></li>
<li><a href="Path_tracing" title="Path tracing">Path tracing</a></li>
<li><a href="Ray_casting" title="Ray casting">Ray casting</a></li>
<li><a href="Scanline_rendering" title="Scanline rendering">Scanline rendering</a></li></ul></li>
<li><a href="Rotation_(mathematics)" title="Rotation (mathematics)">Rotation</a></li>
<li><a href="Scaling_(geometry)" title="Scaling (geometry)">Scaling</a></li>
<li><a href="Shadow_mapping" title="Shadow mapping">Shadow mapping</a></li>
<li><a href="Shadow_volume" title="Shadow volume">Shadow volume</a></li>
<li><a href="Shear_matrix" class="mw-redirect" title="Shear matrix">Shear matrix</a></li>
<li><a href="Shader" title="Shader">Shader</a></li>
<li><a href="Texel_(graphics)" title="Texel (graphics)">Texel</a></li>
<li><a href="Translation_(geometry)" title="Translation (geometry)">Translation</a></li>
<li><a href="Volume_rendering" title="Volume rendering">Volume rendering</a></li>
<li><a href="Voxel" title="Voxel">Voxel</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Graphics_software" title="Graphics software">Graphics software</a></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="List_of_3D_computer_graphics_software" title="List of 3D computer graphics software">3D computer graphics software</a>
<ul><li><a href="List_of_3D_animation_software" title="List of 3D animation software">animation</a></li>
<li><a href="List_of_3D_modeling_software" title="List of 3D modeling software">modeling</a></li>
<li><a href="List_of_3D_rendering_software" title="List of 3D rendering software">rendering</a></li></ul></li>
<li><a href="Raster_graphics_editor" title="Raster graphics editor">Raster graphics editors</a></li>
<li><a href="Comparison_of_vector_graphics_editors" title="Comparison of vector graphics editors">Vector graphics editors</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Algorithms</th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="List_of_computer_graphics_algorithms" class="mw-redirect" title="List of computer graphics algorithms">List of computer graphics algorithms</a></li></ul>
</div></td></tr></tbody></table></div></div><!--htdig_noindex--><div><div class="zim-footer">
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