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BREP (Boundary Representation) is a method used to represent the geometric shape of solids. It is a boundary based representation method that defines the shape of an entity by describing its boundary surfaces and curves.
BREP can be used to describe 2D and 3D objects and is very suitable for complex geometric shapes. It defines the appearance of solids by using surfaces and curves, and uses topological information to describe the connection relationships between solids and the topological relationships between boundaries.
The entities in the BREP model are composed of a finite set of surfaces, curves, and points, which are interconnected and define the shape and boundaries of the entity. Each surface is defined by parameterized equations or control vertices, and can be of various types such as planar, spherical, cylindrical, etc. Curves are also defined by parameter equations or control points, and can be lines, arcs, spline curves, etc.
The BREP model also contains topology information to describe the connectivity of entities and the relationships between boundaries. For example, shared edges, vertices, and edge connection relationships between boundary surfaces. This topology information enables the BREP model to represent not only the appearance and shape of entities, but also the spatial relationships between entities.
BREP is widely used in fields such as computer-aided design (CAD), computer-aided manufacturing (CAM), and computer-aided engineering (CAE). It provides an advanced geometric representation method that makes it easier for designers and engineers to model, analyze, and manipulate complex geometric shapes.
The FBX format of AutoDesk was originally developed by Kaydara in the 1990s for storing 2D or 3D content with motion data. Over the years, due to its 3D animation capabilities, it has evolved into a widely used format for 3D modeling applications such as Blender, 3D Studio Max, and others.
This format is used to contain 3D models, including vertices, faces, and other 3D geometric graphics, as well as animation data. The format is proprietary, but there is a publicly available API for development purposes. The file content can be either text or binary, and the Blender Foundation has worked to document the format.