Analytical mechanicsIn theoretical physics and mathematical physics, analytical mechanics, or theoretical mechanics is a collection of closely related alternative formulations of classical mechanics. It was developed by many scientists and mathematicians during the 18th century and onward, after Newtonian mechanics. Since Newtonian mechanics considers vector quantities of motion, particularly accelerations, momenta, forces, of the constituents of the system, an alternative name for the mechanics governed by Newton's laws and Euler's laws is vectorial mechanics.
Mechanical engineeringMechanical engineering is the study of physical machines that may involve force and movement. It is an engineering branch that combines engineering physics and mathematics principles with materials science, to design, analyze, manufacture, and maintain mechanical systems. It is one of the oldest and broadest of the engineering branches. Mechanical engineering requires an understanding of core areas including mechanics, dynamics, thermodynamics, materials science, design, structural analysis, and electricity.
ForceIn physics, a force is an influence that can cause an object to change its velocity, i.e., to accelerate, unless counterbalanced by other forces. The concept of force makes the everyday notion of pushing or pulling mathematically precise. Because the magnitude and direction of a force are both important, force is a vector quantity. It is measured in the SI unit of newton (N) and often represented by the symbol F.
Tessellation (computer graphics)In computer graphics, tessellation is the dividing of datasets of polygons (sometimes called vertex sets) presenting objects in a scene into suitable structures for rendering. Especially for real-time rendering, data is tessellated into triangles, for example in OpenGL 4.0 and Direct3D 11. A key advantage of tessellation for realtime graphics is that it allows detail to be dynamically added and subtracted from a 3D polygon mesh and its silhouette edges based on control parameters (often camera distance).
Orthogonal coordinatesIn mathematics, orthogonal coordinates are defined as a set of d coordinates in which the coordinate hypersurfaces all meet at right angles (note that superscripts are indices, not exponents). A coordinate surface for a particular coordinate qk is the curve, surface, or hypersurface on which qk is a constant. For example, the three-dimensional Cartesian coordinates (x, y, z) is an orthogonal coordinate system, since its coordinate surfaces x = constant, y = constant, and z = constant are planes that meet at right angles to one another, i.