300 likes | 948 Views
B. P( u, v, w). C. A. Barycentric Coordinates. Position on plane of triangle ( u, v, w ) P( u, v, w ) = au + bv + cw (where a, b, c are locations of vertices. u + v + w = 1 2 coords 0 vertex 1 coord 0 edge. B. P( u, v, w). C. A. Barycentric Coordinates.
E N D
B P(u, v, w) C A Barycentric Coordinates • Position on plane of triangle (u, v, w) • P(u, v, w) = au + bv + cw (where a, b, c are locations of vertices. • u + v + w = 1 • 2 coords 0 vertex • 1 coord 0 edge
B P(u, v, w) C A Barycentric Coordinates • If any coordinate is < 0 or > 1, point is outside triangle
Barycentric Coordinates • u = Aa / A where A is area of complete triangle • v = Ab / A • w = Ac / A B Aa Ac Ab C A
Stochastic Ray Tracing • Antialiasing • Gloss – distribute reflected rays • Blurred transparency – distribute transmitted rays • Soft shadows – distribute light rays (to an area source) • Depth of field – distributing locations over lens • Motion blur (moving object or moving camera) – distributing rays over time
Gloss Instead of just a simple reflected ray, shoot more and perturb them. This will take surface from mirror-like
Transparency • Same thing, perturb ray • May also want to try textured transparency • Look up a texture map that describes the transparency (or properties) of the surface. • Screen-door transparency
Soft Shadows • Area light sources • Shoot shadow rays to points on light • Cook suggests distributing rays over light based on brightness of areas of light • Use projected area to weight rays
Camera Models • Pinhole – ideal camera • All rays go through single point • Everything in focus -- unrealistic
More Realistic Model • Lenses with spherical surfaces • Why?