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3D 计算机图形学的一些基础知识王朔2015.11摘自:3D Graphics for Game Programming(J. Han)将A(u)和B(u)的公式代入C(u)得到:?C(u) = (1-u)A(u)+uB(u)?= (1-u) [(1-u)P + uQ] +?u [(1-u)Q + uR]?= (1-u)^2 P +2u(1-u) Q + u^2 R????????????????????????( 0=u=1 )上面的公式给出了从三个控制点P、Q和R,求取参数u对于的曲线上点的方法,如果u=0,则C(0)=P;如果u=1,则C(1)=R,说明曲线通过P和R,与上图的观察是一致的;曲线、曲面(Surface)与Mesh可以认为surface是结构化的曲面,而Mesh是离散化的多边形组合实时三维场景渲染简介: 1)建立场景的几何描述,这部分工作一般是使用AutoCAD,3DMax,Maya等CAD软件创建。2)将三维几何描述根据相机 转换为二维视图。这部分根据场景的透视换3)对场景进行隐藏面的消隐和视锥外的物体进行必要的剔除,以及优化场景。4)光栅化Polygon MeshrefinementsimplificationPolygon Mesh Representation – Non-indexed Triangle ListThree vertices are read in linear order to make up a triangle.It is inefficient because the vertex buffer contains redundant data. Polygon Mesh Representation – Indexed Triangle ListThree indices per triangle are stored in the index buffer.This representation is called an indexed triangle list. World Transform (cont’d) 2-More on RotationLook at the origin of the coordinate system such that the axis of rotation points toward you. If the rotation is counter-clockwise, the rotation angle is positive. If the rotation is clockwise, it is negative. 2-Euler TransformWhen we successively rotate an object about the x-, y-, and z-axes, the object acquires a specific orientation.The rotations angles (?x,?y,?z) are called the Euler angles. When three rotations are combined into one, it is called Euler transform. 2-View TransformThe world transform has been done, and now all objects are in the world space. Next step: camera pose specificationEYE: camera positionAT: a reference point toward which the camera is aimedUP: view up vector that roughly describes where the top of the camera is pointing. (In most cases, UP is set to the y-axis of the world space.)Then, the camera space, {EYE, u, v, n}, can be created. 2-View Transform (cont’d)A point is given different coordinates in distinct spaces.If all the world-space objects can be newly defined in terms of the camera space in the manner of the teapots mouth, it b
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