Computer Graphics Algorithms: Bresenham's Line Algorithm, Flood Fill, Painter's Algorithm, Ray Tracing, Scanline Rendering, Alpha Compositing
Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 41. Chapters: Bresenham's line algorithm, Flood fill, Painter's algorithm, Ray tracing, Gouraud shading, Scanline rendering, Alpha compositing, ClearType, Global illumination, Graftal, Bit blit, Phong shading, Line drawing algorithm, Multiple buffering, Level set method, Slerp, Image-based meshing, Ramer-Douglas-Peucker algorithm, Marching cubes, D-Cubed, Xiaolin Wu's line algorithm, Diamond-square algorithm, Grassfire Transform, Marching tetrahedrons, Nonzero-rule, Newell's algorithm, Smoothstep, False radiosity, Digital Differential Analyzer, Warnock algorithm, Back-face culling, Hidden line removal, Wrapping, Marching squares, Clamping, Mesh subdivision, Simulated fluorescence process algorithm, SGI algorithm, Even-odd rule, ROAM, Quad buffering, Progressive refinement, Recursive XY-cut, Geomipmapping. Excerpt: In computer graphics, ray tracing is a technique for generating an image by tracing the path of light through pixels in an image plane and simulating the effects of its encounters with virtual objects. The technique is capable of producing a very high degree of visual realism, usually higher than that of typical scanline rendering methods, but at a greater computational cost. This makes ray tracing best suited for applications where the image can be rendered slowly ahead of time, such as in still images and film and television special effects, and more poorly suited for real-time applications like video games where speed is critical. Ray tracing is capable of simulating a wide variety of optical effects, such as reflection and refraction, scattering, and chromatic aberration. The ray tracing algorithm builds an image by extending rays into a sceneOptical ray tracing describes a method for producing visual images constructed in 3D computer graphics environments, with more photorealism than either ray casting or scanline ...
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