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ComputerGraphics | 纹理,过滤模式
当纹理大于三维图形表面=>一个像素被映射到多个纹理当纹理小于三维图形表面=>多个像素被映射到一个纹理=> 发生模糊或者错位=>smooth,过滤模式mip-mapanti-aliasing图像(纹理)在缩小时因为采样率不够=>混叠,直线:断线,纹理复杂:纹理杂乱如果用于贴图的纹理大小64x32,生成32x16,16x8,8x4,4x2,2x1,1x1。步骤:低通滤波减轻混叠,缩小常用:box filtering计算缩小比率d根据d值确定哪一个mip做贴图原创 2021-03-19 18:00:31 · 133 阅读 · 0 评论 -
ComputerGraphics | Output - Images
types of imagesraster images: GIF, JPEG, PNG, (PS)resolutionvector images: CGM, (PS, PDF)Rater imagesmonochromatic images/bit mapsgray scalememory: 8 bits = 1 byte24 bit color imagescolor for each bit: 3 bytes8-bit color images8-bit color im原创 2021-03-18 05:49:46 · 207 阅读 · 0 评论 -
ComputerGraphics | global illumination: Radiosity
Rendering Equationradiosity assumptionscontinuousdiscreteRadiosity MatrixFrom Factors## 标题原创 2021-03-18 05:40:50 · 188 阅读 · 0 评论 -
ComputerGraphics | Raytracing
Recursive raytracingsend a ray from eye center through each pixel centerdraw the object that intersect the ray closest to the image plane:no intersection: background colorlight sourceintersection with an object that in front of the light source: illu原创 2021-03-18 05:35:06 · 175 阅读 · 0 评论 -
ComputerGraphics | Texturing
sphere Mappingcenter (xs,ys,zs)(x_s, y_s, z_s)(xs,ys,zs) of the sphereCylinder MappingBox Mapping(xbox,max−xbox,min)≥(ybox,max−ybox,min)≥(zbox,max−zbox,min)(x_{box,max}-x_{box,min}) \ge (y_{box,max}-y_{box,min}) \ge (z_{box,max}-z_{box,min})(xbox,m原创 2021-03-18 05:04:21 · 193 阅读 · 0 评论 -
ComputerGraphics | Rasterization
Rasterization of linesBresenham’s algorithmΔx=x2−x1≥0\Delta x = x_{2} - x_{1} \ge 0Δx=x2−x1≥0Δy=y2−y1≥0\Delta y = y_{2} - y_{1} \ge 0Δy=y2−y1≥0E:=ΔyΔx−12E := \frac{\Delta y}{\Delta x} - \frac{1}{2}E:=ΔxΔy−21E≤0:E \le 0:E≤0:x:=x+1x:=x+1x:=x+1E原创 2021-03-18 03:17:35 · 96 阅读 · 0 评论 -
ComputerGraphics | Light, Color
Additive color mixingGrassman’s lawamong four colors there is a linear dependencythree-dimensional spacevector space: color spacelength of vector: luminancedirection: chromaticitythree linear independent basis vectors: primariestristimulus-system原创 2021-03-18 00:18:00 · 110 阅读 · 0 评论 -
ComputerGraphics | Lighing, Shading
light sourcesdirected/parallel light sourceposition is point at infinity (x,y,z,0)^Tpoint light sourcefinite position (x,y,z,1)^Tspotposition, direction, opening angleambient lighttype of reflectionspecular(mirror-like)diffusemixedreflectio原创 2021-03-17 21:58:18 · 147 阅读 · 0 评论