3D Rendering In Computer Graphics by Patria Dobbins

By Patria Dobbins

This ebook has been written with the aim of overlaying all elements approximately 3D Rendering in special effects

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Finally, 3D mesh objects can "stand in" for the particles — a snowstorm might consist of a single 3D snowflake mesh being duplicated and rotated to match the positions of thousands or millions of particles. Snowflakes versus hair Particle systems can be either animated or static; that is, the lifetime of each particle can either be distributed over time or rendered all at once. " The term "particle system" itself often brings to mind only the animated aspect, which is commonly used to create moving particulate simulations — sparks, rain, fire, etc.

In basic implementations, the painter's algorithm can be inefficient. It forces the system to render each point on every polygon in the visible set, even if that polygon is occluded in the finished scene. This means that, for detailed scenes, the painter's algorithm can overly tax the computer hardware. A reverse painter's algorithm is sometimes used, in which objects nearest to the viewer are painted first — with the rule that paint must never be applied to parts of the image that are already painted.

Bézier worked nearly parallel to de Casteljau, neither knowing about the work of the other. But because Bézier published the results of his work, the average computer graphics user today recognizes splines — which are represented with control points lying off the curve itself — as Bézier splines, while de Casteljau’s name is only known and used for the algorithms he developed to evaluate parametric surfaces. In the 1960s it became clear that non-uniform, rational B-splines are a generalization of Bézier splines, which can be regarded as uniform, non-rational B-splines.

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