Download e-book for iPad: An Introduction to Ray Tracing (The Morgan Kaufmann Series by Eric Haines

By Eric Haines

ISBN-10: 0122861604

ISBN-13: 9780122861604

The construction of ever extra sensible 3-D photos is critical to the advance of special effects. The ray tracing process has turn into probably the most well known and strong potential wherein photo-realistic pictures can now be created. The simplicity, splendor and straightforwardness of implementation makes ray tracing an important a part of knowing and exploiting cutting-edge computing device graphics.
An advent to Ray Tracing develops from primary ideas to complex purposes, supplying "how-to" systems in addition to an in depth realizing of the clinical foundations of ray tracing. it's also richly illustrated with four-color and black-and-white plates. this can be a ebook as a way to be welcomed by way of all interested in sleek special effects, picture processing, and computer-aided design.

  • Provides useful "how-to" information
  • Contains prime quality colour plates of pictures created utilizing ray tracing techniques
  • Progresses from a simple knowing to the complicated technology and alertness of ray tracing

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Additional info for An Introduction to Ray Tracing (The Morgan Kaufmann Series in Computer Graphics)

Example text

He sphere Ray / sphere pointing directions. the center of the sphere. This calculation is: closest approach along ray � lea = OC · Rct. (A l O) If lea < 0 then the center of the sphere lies behind the origin. This is not all that important for rays originating inside the sphere , since these must intersect. For rays originating outside this means that the ray cannot hit the sphere and testing is completed . Another way of saying this is that if lea < 0, the ray points away from the center of the sphere.

Now test which side of the axis Se the point is on (B4) : ( [0 0 1 ] ® [ 1 0 0] ) . 577. This value i s less than 0, so: u = 1 - 0. 875. 696). 3 RAY/PLAN E ALGORITHMS This section consists of algorithms which deal with intersecting a ray with a polygon . First the ray/plane intersection itself is presented . Next is an algorithm for testing whether the intersection point is inside a polygon on the plane. Mapping onto polygons is also discussed . 3. e. normalized) which defines a ray as : set of points on ray R(t) = Ro + Rd • t, where t > 0.

In the case of a sphere, there are a number of tests which can be made to check whether an intersection takes place. The purpose of these tests is to avoid calculations until they are needed. By studying the geometry of the situation , other properties of the problem become apparent. For example, often the ray points away from the sphere and so does not intersect it. By studying such possibilities, another strategy for testing the intersection of the ray and the sphere was discovered: ( 1 ) Find if the ray's origin is outside the sphere .

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An Introduction to Ray Tracing (The Morgan Kaufmann Series in Computer Graphics) by Eric Haines


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