Photorealism
Steve Ash, Rhodes College 2006
Photorealism Steve Ash, Rhodes College 2006 Planes Plane equation - - PowerPoint PPT Presentation
Photorealism Steve Ash, Rhodes College 2006 Planes Plane equation a*x + b*y + c*z + d = 0 The triple N(a,b,c) is a vector that is perpendicular to the plane If N is also a unit vector, then for any point P(x p ,y p ,z p ) a*x p + b*y p
Steve Ash, Rhodes College 2006
triangle { <0, 0, 0>, <0, 10, 0>, <10, 0, 0> pigment {color rgb<1, 0, 0>} } triangle { <0, 10, 0>, <10, 10, 0>, <10, 0, 0> pigment {color rgb<1, 0, 0>} } triangle { <0, 0, 10>, <10, 0, 10>, <0, 10, 10> pigment {color rgb<0, 1, 0>} } triangle { <0, 10, 10>, <10, 0, 10>, <10, 10, 10> pigment {color rgb<0, 1, 0>} } triangle { <10, 10, 10>, <10, 0, 10>, <10, 0, 0> pigment {color rgb<0, 0, 1>} } triangle { <10, 10, 10>, <10, 0, 0>, <10, 10, 0> pigment {color rgb<0, 0, 1>} } triangle { <0, 10, 10>, <0, 0, 0>, <0, 0, 10> pigment {color rgb<1, 1, 1>} } triangle { <0, 10, 10>, <0, 10, 0>, <0, 0, 0> pigment {color rgb<1, 1, 1>} } triangle { <0, 10, 0>, <10, 10, 10>, <10, 10, 0> pigment {color rgb<1, 0, 1>} } triangle { <0, 10, 0>, <0, 10, 10>, <10, 10, 10> pigment {color rgb<1, 0, 1>} } triangle { <0, 0, 0>, <10, 0, 0>, <10, 0, 10> pigment {color rgb<1, 1, 0>} } triangle { <0, 0, 0>, <10, 0, 10>, <0, 0, 10> pigment {color rgb<1, 1, 0>} }
smooth_triangle { <91, -1, 0>, <0.862, -0.506, -0.000>, V1, N1 <92, 0, 0>, <1, 0, 0>, V2, N2 <91, 0, 0>, <0.867, -0.440, 0.234> V3, N3 pigment { color rgb<1, 1, 1>} } color smooth_triangle { <91, 0, 0>, <0.867, -0.440, 0.234>, <92, 0, 0>, <1, 0, 0>, <91, 0, 0>, <0.853, -0.340, 0.396> pigment {color rgb<1, 1, 1>} } …
x = R sinθ sinφ R – the radius of the dome on which the camera moves y = R cosφ θ – varies in the range [0 up to 2π] by step Δθ > 0 z = R cosθ sinφ φ – varies in the range [π/2=90◦ down to π/3=60◦] by step Δφ < 0 R will depend on the scene setup Δθ and Δφ will depend on the number of frames – divide each range by the number of frames [ θ and φ must update at the same time, so that the camera climbs up towards the pole (φ) as it revolves around the vertical axis (θ ) ]
V = (x, y, z) = (-sinθ sinφ, -cos φ, -cosθ sinφ) W = ∂V/ ∂θ = ( -cosθ, 0, sinθ ) U = ∂V/ ∂φ = (-sinθ cosφ, sinφ, -cosθ cosφ)
h,v range: [-size/2, size/2] h,v step: size / density