you may look --more carefully than skim, but not necessarily a detailed read-- at the following chapters as a reference for the following topics i briefly covered recently: 2 representation of objects 14 color 9 volume rendering read: 6.1 - 6.3 bezier and b-spline curves
reading for friday 4/16: in watt, read 10.1 - 10.3 i might also briefly cover the rest of the chapter, so you might want to skim 10.4 - 10.6This code illustrates phong/gouraud shading and mach banding.
Small announcement:
use the formula in the ray-tracing textbook; there is a typo in the formula given in the 3d book. (the eta out in front of the formula for cos(theta_2) should be omitted)Here is a test image for the following data:
c = [ ... 0 -27 -27 0 -19 5 0 20 20 ]; r = [20 15 7]; % c = c*2; r = r*2; % "higher" resolution ka = [.1 .2 .3]; kd = [ ... .7 0 0 0 .8 0 0 0 1]; ks = [.7 .5 .4]; n = [3 7 8]; kt = [0 0 0]; eta = [1 1 1]; ambient = [1 ; 1 ; 1]; l = [ ... 1 -1 -1 -1 -1 -1 ]; lc = [ ... 1 1 1 1 1 1 1 1 1];Here's what you should be reading in the textbooks:
3d Computer Graphics
1 Math review 2.1 - 2.2 polygons 3 viewing systems 4.1 - 4.7 Lighting 5 rendering polygons 7.1 - 7.8 shadows and textures 8 ray tracing 14.2, 14.4.2 Color and color clipping
Ray-tracing
1 Ray-tracing overview and anti-aliasing/supersampling 2.1 - 2.2.5 Algorithms for spheres, including spherical inverse mapping 2.3 algorithms for ray-tracing polygons 4.1 - 4.2.8 more about the ideas (physics) behind ray-tracing
For more information on morphing, check out the original paper at:
http://www.hammerhead.com/thad/morph.html
Also, cs631's first couple of lectures are on morphing, find them at:
http://www.cs.cornell.edu/cs631/
In class recently someone asked about the depth present in a scene, and how it changes with the focal length of your lens, whether it be a physical camera or a rendered scene. For a good example of how a wide angle lens provides more depth than a telephoto lens, check the following under perspective: