Computer representations of the physical world are often a ... Bump mapping. Texture mapping. Reflection mapping. Next Lecture. Putting it all back together...
Ray Tracing. Unifies in one framework. Hidden surface ... Intersection computation time is very long. Ray Tracing Efficiency Improvements. Bounding volumes ...
average the face normals. Bilinear Interpolation. Puv = (1-u)(1-v)P0 ( u )(1-v)P1 ... Examples: painters algorithm, BSP. O(n2 ) CSC418 Computer Graphics. Next ...
... culling. Where in the graphics pipeline can we do backface culling? ... Does backface culling always determine visibility completely for a single object? ...
Simple Camera model. Display techniques. Z Buffer. Ray Tracing ... Aperture and lens. Camera model. Camera model. What is the difference between these images? ...
... variations in the surface, an incoming ray of light is equally likely to be ... The angle that the reflected ray forms with the surface normal is determined by ...
Building the BSP tree (2D) Start with polygons and label all edges. Deal with one edge at a time ... Place first edge in tree as root ... ( opposite of Hill) ...
... or radiosity (both are incomplete) Try to measure light propagation in the scene ... 'shower' scene with light and then collect it 'Where does light go? ...
Beam strikes phosphor on tube. Raster Displays I. V. time. Electron beam Intensity ... True Color Frame Buffer : 8 bits per pixel RGB. Display Architecture II ...
Apply the illumination model at vertices and interpolate the color intensity across faces. ... point in a face by interpolating the vertex normals.of that face. ...