Download An Introduction to Ray Tracing (The Morgan Kaufmann Series by Eric Haines PDF

By Eric Haines

The production of ever extra reasonable 3-D pictures is significant to the advance of special effects. The ray tracing process has turn into probably the most renowned and strong capability during which photo-realistic photographs can now be created. The simplicity, splendor and simplicity of implementation makes ray tracing a vital a part of figuring out and exploiting cutting-edge machine graphics.
An advent to Ray Tracing develops from basic rules to complex functions, delivering "how-to" approaches in addition to a close figuring out of the medical foundations of ray tracing. it's also richly illustrated with four-color and black-and-white plates. it is a booklet so as to be welcomed through all curious about smooth special effects, photograph processing, and computer-aided design.

  • Provides functional "how-to" information
  • Contains prime quality colour plates of pictures created utilizing ray tracing techniques
  • Progresses from a simple figuring out 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)

Sample text

Once the distance t is found, the actual intersection point is: rintersect == ri = [ xi yi Zi] = [Xo + Xct * t Yo + Yct * t Zo + Zct * t] . (A7) [ The unit vector normal at the surface is then simply: ] (xi - Xc ) (yi - Yc ) (zi - Zc ) (A8) Sr Sr Sr If the ray originates inside the sphere (and so hits the inside), rn should be negated so that it points back towards the ray. Note that it may be more profitable to pre-calculate the multiplicative inverse of the radius and multiply by this in (A8) , since division often takes a fair bit longer than multiplication .

Similarly, divisions usually take longer than multiplications, so it is often worthwhile to use the multiplicative inverse to avoid division. For clarity these substitutions are not made within this text, and most should be obvious to the implementer. Another observation is that calculations can often be cut short. 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.

A moving edge suddenly ' pops' when a new row of pixels is covered . problem is that we' re trying to represent continuous phenomena with discrete samples. Other aliasing effects abound in computer graphics; for example , frequency aliasing is very common but rarely handled correctly. We will now consider several of the popular approaches to anti-aliasing. We'll focus on the problems of spatial aliasing, since they' re easier to show on the written page than temporal aliasing. Nevertheless, many of these tech­ niques apply to solving aliasing problems throughout computer graphics, and can be applied to advanced topics related to aliasing such as motion blur, correct texture filtering, and diffuse inter-reflections.

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