61a extra lecture 9 announcements pixels
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61A Extra Lecture 9 Announcements Pixels (Demo) Ray Tracing Ray - PowerPoint PPT Presentation

61A Extra Lecture 9 Announcements Pixels (Demo) Ray Tracing Ray Tracing A technique for displaying a 3D scene on a 2D screen by tracing a path through every pixel 5 Ray Tracing A technique for displaying a 3D scene on a 2D screen by tracing


  1. 61A Extra Lecture 9

  2. Announcements

  3. Pixels (Demo)

  4. Ray Tracing

  5. Ray Tracing A technique for displaying a 3D scene on a 2D screen by tracing a path through every pixel 5

  6. Ray Tracing A technique for displaying a 3D scene on a 2D screen by tracing a path through every pixel Dramatization: 5

  7. Ray Tracing A technique for displaying a 3D scene on a 2D screen by tracing a path through every pixel Dramatization: Sphere Light Camera 5

  8. Ray Tracing A technique for displaying a 3D scene on a 2D screen by tracing a path through every pixel Dramatization: Sphere Light Camera (0,0,0) 5

  9. Ray Tracing A technique for displaying a 3D scene on a 2D screen by tracing a path through every pixel Dramatization: Sphere Light Camera (0,0,0) 5

  10. Ray Tracing A technique for displaying a 3D scene on a 2D screen by tracing a path through every pixel Dramatization: Sphere Light Camera (0,0,0) 5

  11. Ray Tracing A technique for displaying a 3D scene on a 2D screen by tracing a path through every pixel Dramatization: Sphere Light Camera (0,0,0) 5

  12. Ray Tracing A technique for displaying a 3D scene on a 2D screen by tracing a path through every pixel Dramatization: Sphere Light Distance to Sphere Camera (0,0,0) 5

  13. Ray Tracing A technique for displaying a 3D scene on a 2D screen by tracing a path through every pixel Dramatization: Sphere Light Distance to Sphere Camera (0,0,0) 5

  14. Ray Tracing A technique for displaying a 3D scene on a 2D screen by tracing a path through every pixel Dramatization: Sphere Light Distance to Sphere Camera (0,0,0) 5

  15. Distance from a Source to a Sphere r (0,0,0) 6

  16. Distance from a Source to a Sphere t• d irection r (0,0,0) 6

  17. Distance from a Source to a Sphere t• d irection r c enter (0,0,0) 6

  18. Distance from a Source to a Sphere t• d irection r c enter s ource (0,0,0) 6

  19. Distance from a Source to a Sphere t• d irection r c enter s ource (0,0,0) 6

  20. Distance from a Source to a Sphere r 2 = k s � c + t d k 2 0 = k t d + v k 2 � r 2 0 = t 2 k d k 2 + 2 t ( v · d ) + k v k 2 � r 2 t• d irection r c enter s ource (0,0,0) 6

  21. Distance from a Source to a Sphere r 2 = k s � c + t d k 2 0 = k t d + v k 2 � r 2 0 = t 2 k d k 2 + 2 t ( v · d ) + k v k 2 � r 2 t• d irection r c enter s ource (0,0,0) 6

  22. Distance from a Source to a Sphere r 2 = k s � c + t d k 2 0 = k t d + v k 2 � r 2 0 = t 2 k d k 2 + 2 t ( v · d ) + k v k 2 � r 2 b t• d irection r c enter s ource (0,0,0) 6

  23. Distance from a Source to a Sphere r 2 = k s � c + t d k 2 0 = k t d + v k 2 � r 2 0 = t 2 k d k 2 + 2 t ( v · d ) + k v k 2 � r 2 b t• d irection r c enter s ource (0,0,0) (Demo) 6

  24. Multiple Spheres 7

  25. Multiple Spheres Compute distance to each sphere 7

  26. Multiple Spheres Compute distance to each sphere Pixel color from the closest sphere 7

  27. Multiple Spheres Compute distance to each sphere Pixel color from the closest sphere (Demo) 7

  28. Reflections 8

  29. Reflections 8

  30. Reflections Color is a mixture of the sphere & reflection 8

  31. Reflections Color is a mixture of the sphere & reflection The source of a reflection is the surface of the sphere, instead of the original camera 8

  32. Reflections Color is a mixture of the sphere & reflection The source of a reflection is the surface of the sphere, instead of the original camera (Demo) 8

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