{[ promptMessage ]}

Bookmark it

{[ promptMessage ]}

lecture10 - CSE472 Computer Graphics Ray Tracing Rendering...

Info icon This preview shows pages 1–9. Sign up to view the full content.

View Full Document Right Arrow Icon
1 CSE472 Computer Graphics Ray Tracing Rendering Methods Rays Rays for screen images Shadows Recursion
Image of page 1

Info icon This preview has intentionally blurred sections. Sign up to view the full version.

View Full Document Right Arrow Icon
2 CSE472 Computer Graphics Z-Buffer Rendering Object Coordinates Modelview Matrix Projection Matrix Homogenize Window to Viewport Eye coordinates Clip coordinates Normalized device coordinates Viewport coordinates Objects are immediately drawn onto the screen. We use a “z-buffer” to keep track of what is in front…
Image of page 2
3 CSE472 Computer Graphics Visible Surface Raytracing Object Coordinates Modelview Matrix Intersection Data Structure Eye coordinates Raytracing then utilizes this data structure to build the image.
Image of page 3

Info icon This preview has intentionally blurred sections. Sign up to view the full version.

View Full Document Right Arrow Icon
4 CSE472 Computer Graphics Raytracing Invented by Arthur Appel in 1968 at the IBM  T.J. Watson Research Center.  Not considered a major accomplishment since it  was deemed impractical given its enormous  computational requirements.   Languished in obscurity until the late 1970’s,  when computer and display capabilities began to  just barely catch up.  SIGGRAPH’77 saw many  significant developments, including the first  looks at modeling reflection and shadows.
Image of page 4
5 CSE472 Computer Graphics More History A true recursive ray tracer was presented for  the first time by Turner Whitted in the classic  article “ An improved illumination model for  shaded display ” in the June, 1980  Communications of the ACM.   Note that the article is more concerned with the  model for illumination than the ray tracing  algorithm.
Image of page 5

Info icon This preview has intentionally blurred sections. Sign up to view the full version.

View Full Document Right Arrow Icon
6 CSE472 Computer Graphics That Pinhole Camera Model After eyespace transformation Projection Plane at z=-d
Image of page 6
7 CSE472 Computer Graphics What does that projection plane represent? (left, bottom, znear) (right, top, znear) Pixels
Image of page 7

Info icon This preview has intentionally blurred sections. Sign up to view the full version.

View Full Document Right Arrow Icon
8 CSE472 Computer Graphics Raytracing If we shoot a line from the center of projection through the center of a pixel and off into space… What does it hit first?
Image of page 8
Image of page 9
This is the end of the preview. Sign up to access the rest of the document.

{[ snackBarMessage ]}

What students are saying

  • Left Quote Icon

    As a current student on this bumpy collegiate pathway, I stumbled upon Course Hero, where I can find study resources for nearly all my courses, get online help from tutors 24/7, and even share my old projects, papers, and lecture notes with other students.

    Student Picture

    Kiran Temple University Fox School of Business ‘17, Course Hero Intern

  • Left Quote Icon

    I cannot even describe how much Course Hero helped me this summer. It’s truly become something I can always rely on and help me. In the end, I was not only able to survive summer classes, but I was able to thrive thanks to Course Hero.

    Student Picture

    Dana University of Pennsylvania ‘17, Course Hero Intern

  • Left Quote Icon

    The ability to access any university’s resources through Course Hero proved invaluable in my case. I was behind on Tulane coursework and actually used UCLA’s materials to help me move forward and get everything together on time.

    Student Picture

    Jill Tulane University ‘16, Course Hero Intern