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3D 计算机图形学的一些根底知识;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操作点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;2;实时三维场景渲染简介: ;Polygon Mesh;Three vertices are read in linear order to make up a triangle.;Three indices per triangle are stored in the index buffer.
This representation is called an indexed triangle list. ;World Transform (cont’d);More on Rotation;Euler Transform;View Transform;View Transform (cont’d);View Frustum;Scan Conversion (cont’d);Scan Conversion (cont’d);Texture Coordinates;Surface Parameterization;Chart and Atlas;The most popular local illumination method is based on the Phong model. It is composed of diffuse, specular, ambient, and emissive terms.
The diffuse term is based on Lamberts law. Reflections from ideally diffuse surfaces (Lambertian surfaces) are scattered with equal intensity in all directions.
So, the amount of perceived reflection is independent of the view direction, and is just proportional to the amount of incoming light.
Among various light types such as point, area, spot, and directional light sources, let’s take the simplest, the directional light source, where the light vector (l) is constant for a scene.
;Suppose a white light (1,1,1). If an object lit by the light appears yellow, it means that the object reflects R and G and absorbs B. We can easily implement this kind of filtering through material parameter, i.e., if it is (1,1,0), then (1,1,1)?(1,1,0)=(1,1,0) where ? is component-wise multiplication.
The diffuse term:
;The specular term is used to make a surface look shiny via highlights, and it requires view vector (v) and reflection vector (r) in addition to light vector (l).
Computing the reflection vector;Whereas the diffuse term is view-independent, the specular term is highly view-dependent.
For a perfe
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